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Burning Wheel D&D: Character Structure

This document summarizes the character creation system for a Burning Wheel D&D hybrid game. It outlines the core attributes and skills that characters possess, which are rated from 0 to 10. Attributes include Brawn, Agility, Wits, and Spirit, which impact various abilities. Skills cannot be more than 2 ratings higher than the next highest skill. Characters also have beliefs, instincts, traits and other abilities. Advancement occurs through gaining experience points from encounters. When a character levels up they can increase abilities and skills. The game uses a fate point mechanic where points are earned through roleplaying beliefs and instincts in conflict situations, and can be spent to reroll dice rolls.

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Nina Jones
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0% found this document useful (0 votes)
305 views

Burning Wheel D&D: Character Structure

This document summarizes the character creation system for a Burning Wheel D&D hybrid game. It outlines the core attributes and skills that characters possess, which are rated from 0 to 10. Attributes include Brawn, Agility, Wits, and Spirit, which impact various abilities. Skills cannot be more than 2 ratings higher than the next highest skill. Characters also have beliefs, instincts, traits and other abilities. Advancement occurs through gaining experience points from encounters. When a character levels up they can increase abilities and skills. The game uses a fate point mechanic where points are earned through roleplaying beliefs and instincts in conflict situations, and can be spent to reroll dice rolls.

Uploaded by

Nina Jones
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Burning Wheel D&D

Character Structure
The following stats are rated from 0 to 10. See the table under Game Mechanics for ratings.
Attributes
No attribute can be rated more than 4 higher than the next-highest attribute.
Brawn (Strength and Constitution) affects Stress Cap & Wound Threshold
Agility (Dexterity) affects Parry & Dodge
Wits (Intelligence, and the awareness part of Wisdom) Wises/Languages, perception
Spirit (Charisma and the rest of Wisdom) affects Stress Cap and Steel
Other stuff
Effort is spent to power spells and other X-per- Skills
day/rest powers (like the rangers poultices, or lay No skill can be rated more than 2 higher than the next-highest skill.
on hands). Starts at 3, may increase with level. Animal Handling riding, training
Stress Cap: Brawn + Spirit. Stress represents the Athletics running, jumping, swimming, climbing
minor damage characters take, from damage and Crafting smithing, alchemy, carpentry, forgery
fatigue and shame. Diplomacy using reason and calmness
Wound Threshold: Brawn + armour. Damage Engineering lock-picking, trap disarming, mechanical repairs
taken over WT also inflicts a wound (see Damage Fast-talk quick & distracting bluffing
for more info on wounds). Intimidation overbearing, bullying
Parry: 1, +1 for each of: [Agility 6+ OR heavy Investigation searching, research
armour], a shield, Melee skill 6+. This is the Language pick a language
difficulty for melee attacks. Leadership inspiring troops and crowds
Dodge: 1, +1 for each of: Agility 6+, a shield, Magic spellcraft, magical attacks
cover. -1 for Agility 2. This is the difficulty for Medicine healing, surgery, first-aid, care
ranged attacks. Melee armed melee combat, grappling, tripping, disarming
Steel: 2 + Spirit, +1 for each of: Brawn 6+, Navigation finding your way, plotting courses
Wits 6+, and having given birth. This is a will Performance speaking, singing, playing
save, or like the Spirit roll in Savage Worlds. Shooting bows, slings, throwing
Beliefs: core, driving motivations. They are used Sleight of Hand pick-pocketing, palming, gambling?
to generate Fate for the character. These take the Stealth sneaking, shadowing, moving silently
form of a call to action: not just something you Survival foraging, tracking
believe, but something you're going to do about Tactics leading or planning troop-scale groups
something you believe. Something that the Vehicle Pick ground, sky, sea, void.
character believes to their core, that also drives Wises Pick area of knowledge (e.g. Street, Arcana, History,
them to action. Court) always rated at Wits.
Instincts; Simple if/then, never, always statements
with clear conditions and actions.
Traits: basically D&D class abilities.

Character Creation Belief examples:


Attributes start at 2. Spend 10 points to raise them up (1 point Not just There is good in everyone, but There is
for +1 rating, up to 6; 2 points for +1 rating thereafter). good in everyone, and I have to show them so.
All skills start at 0. Spend 20 points: Not just Freedom is paramount, but Tyranny must
o 1 point to start one at rating 2 be shattered wherever I find it.
o 1 point per +1 rating up to 6 The world is waiting for me to explore.
o 2 points per +1 rating thereafter. I have a duty to always protect my family name.
o Wises & Languages are simply bought at Wits for 1 Instinct examples:
point. If I am threatened, I will draw my weapon.
Pick 2 1st-rank traits. If Im not talking, Im looking all over for threats.
Pick up to 3 each of Beliefs & Instincts. Always try to make friends with new people.
Choose a race (see after Traits for details). Never go in without knowing a way out.
Calculate Stress Cap, Wound Threshold, Parry, Dodge, Speed, Never let my friends get out of sight.
and Steel. Effort begins at 3.
Advancement
At the end of each session, you earn XP based on the encounters you participated in:
1XP for a minor encounter, with low stakes or difficulty.
[half level]XP for a medium encounter, with challenging difficulty and/or moderate stakes.
[level]XP for a hard encounter, with high stakes.
When XP = [level]10, reset XP to 0 and gain a level.
Exponent Expertise
0-1 Incompetent/Untrained
2 Nominally trained
3 Novice or apprentice
4 Competent
5 Expert (+1 dmg / FoRK)
6 Master
7 Excellent (+2 aid)
8 Total master (+2 dmg / FoRK)
9 Uncanny
10 Perfection
Obstacle Difficulty
1 Stupidly simple
2 Routine
3 Requires concentration
4 Risky
5 Requires expertise
6+ Heroic, miraculous
Every time you gain a level:
Get +1 Effort OR increase Stress Cap by 1.
Choose 2:
Skills +1 to 2 skills currently 5 or less
+1 to a skill currently 5 or less, and a new Wise.
+1 to a skill currently 6 or higher
A new skill or language at 2
Traits A new trait
Increase a traits rank
Attributes +1 to an attribute currently 5 or less
+1 to an attribute thats currently 6+ (!spend 2 picks)
No attribute can be rated more than 4 higher than the next-highest attribute.
No skill can be rated more than 2 higher than the next-highest skill.
After each session, you can change one of your Beliefs or Instincts if it no longer reflects your character.
Fate
Fate points are earned when Beliefs and Instincts create conflict.
Fate points are spent to reroll any of the dice after success/failure is known, but before results are declared.

Game Mechanics
Basic rolling
When testing a stat (a skill, an attribute, speed, steel), roll d6s equal to its rating.
If skill is 0, roll the appropriate attribute (or, possibly, a related skill), at double the difficulty.
Each die that comes up 4+ is a success. If the character has advantage, then dice are successes on 3+. If the character has
disadvantage, then dice are only successes on 5+. The GM sets a difficulty based on the table.
Rolls that equal the difficulty achieve their aim, in a basic way. Each additional success over the difficulty increases the
quality of the action: it is achieved quicker, more accurately, to a higher standard, etc, as the player desires.
Rolls that are lower than the difficulty fail. The degree of the failure is proportional to the difference between the successful
dice and the difficulty.
If there are more 1s than successes, there is a fumble. If the action also fails, there is a critical fumble.
If the difficulty is set by an opponent, but conflict is not called for (e.g. sneaking past a guard), use their passive rating: of the dice
( if advantaged, if disadvantaged).
Rests: Short rest restores spent Effort, and heals 1 Stress. Long rest restores all Effort and heals of Stress max and 1 Wound. A
characters final point of remaining stress can only be healed by magic, or a full days rest and relaxation.
Effort is a pool of energy the character can use. It is restored through rest (see above). Effort can be:
spent, which means it is gone until restored
committed, which means it is attached to the effect until the character reclaims the Effort and ends the effect.
Helping: helpers grant +1d to the main actors roll, or +2d if the helpers relevant skill or attribute is 7+. The GM may impose
conditions for helping (e.g. only characters with Strength 5+ can help pushing a heavy thing, or no more than 1 character can help
forging a document).
Fields of Related Knowledge (FoRKs): if a character has a related skill at 5+, they get a +1d bonus. If the skill is 8+, they get a +2d
bonus. If the character has a related Wise, they get a +1d bonus (regardless of Wit rating). Athletics may FoRK Brawn or Agility.
Examples:
A general is making a Leadership test to encourage troops, and uses Performance to make the speech better.
A healer is using Medicine to make a poultice, and uses Herb-wise to increase the potency.
A guard is chasing a criminal, and uses Brawn to increase Athletics for better sprinting. (Agility would be used for dodging
through obstacles.)
Encumbrance: you can carry significant items that are readied up to your Brawn, and stowed (or worn) items (in this case, including
bundles of items up to ~2 kg) up to your Brawn x2. Readied items can be drawn easily, without requiring an action.
Falling: Roll 1d per metre of the fall. Take lethal damage equal to the dice rolled. A prepared jump reduce the distance by 1m, and
successes on an Agility roll cancel out damage. The Agility roll may have adv or disadv depending on the landing surface.
Conflict
The most basic form of conflict is the opposed test: both parties test the appropriate skill or attribute, and whoever rolls the most
successes wins. A tie indicates that the status quo remains (i.e. defender wins ties).
Bloody Versus:
The two opposed characters divide the dice they will roll into 2 pools: Offence and Defence. Certain stances or circumstances may
boost one pool or the other. Both players roll the dice for both pools.
Each success in the Defence pool cancels out one of the opponents Offence successes. If a character has at last one success remaining
in their Offence pool, they succeed.
Only one side succeeds: the losing side is defeated, and suffers damage as appropriate for the type of conflict.
Both sides succeed: both parties take damage. The side with more Attack successes decides how the conflict proceeds.
Neither side succeeds: the conflict is deadlocked. The side with more Defence successes decides how the conflict proceeds.
If the conflict proceeds, it should change type, meaning that the skills and attributes rolled change (e.g., from a melee to a chase).
This conflict system can also work for conflicts of a much higher scale than personal combat: skirmishes or even minor battles could
be modelled with this.
Non-combat Conflict
You and your opponents square off and determine the nature of the conflict, and the stakes (e.g. a discussion with a nobleman might
lead to peace, or to continued conflict). test opposed skill each round the higher roll inflicts Stress equal to the margin of success to
the rounds loser. The conflict ends when one side surrenders, is overcome by stress, or changes the conflict (e.g. drawing a sword in
the middle of a debate). A duel may be to first blood, using Melee and Athletics. A debate may go until one party has inflicted stress
equal to the others spirit, using Diplomacy, Intimidation, Fast-Talk, and Performance.
After a social conflict, Stress taken during it is replaced by 1 Stress.
Instead of inflicting Stress, an attacker could choose to damage their targets Reputation or Loyalty.
Possible aims in a Duel of Wits: Bargain, Charm/Seduce, Convince, Incite, Intimidate, Taunt.
Damage
Stress
Characters accumulate Stress through being overpowered in conflicts, from over-exerting themselves (long treks, sleepless nights),
and environmental hazards.
When a characters Stress is equal to their Stress Cap, they are disadvantaged on all offensive tests, and foes have advantage to resist.
Non-lethal damage: any more will incapacitate the character.
Lethal damage: the character must test Steel each round (difficulty = current Wounds + 1) or fall unconscious. All further
lethal damage cycles back across the Wound Threshold (i.e. if the excess damage is at least equal to the WT, it causes another
wound; this repeats until theres no damage left).
Wounds
On taking a Wound in combat, test Steel (difficulty = current Wounds + 1): failure means the character is shaken and inactive for the
next round. All effects with committed Effort end.
When a character has wounds equal to their Brawn, they are incapacitated and must make Brawn tests to avoid death until stabilised
(by magical healing or a Medicine test (difficulty = current Wounds).
If a character takes wounds equal to 2x their Brawn, they die immediately.
Death
If a character would die, the player can spend a Fate point, burn 3 Effort permanently, and spend all remaining Effort to effect a
survival; the character survives, but their circumstances depend on the whims of the GM. If no Fate points are available, or Effort has
been burned to 0, the death is unavoidable.
The Effort burned does not have to be currently available; it is just removed from the characters total.
Combat
Combat actions: characters can move, and take 1 action, and spend 1 Effort to take a second (different) bonus action.
Manoeuvre: make an opposed test with the opponent. If you succeed, give yourself or an ally adv against that opponent, or
give the opponent disadv on their next turn.
Attack: as above, or grapple, trip, shove, disarm, etc. (the latter options require an opposed roll: your Melee vs. their Melee or
Athletics or untrained Agility).
Hide: move out of sight and test Stealth to be hidden.
Disengage: ignore opportunity attacks for the rest of your turn.
Defend: increase your (or an adjacent allys) Parry and Dodge by 2 until the start of your next turn.
Cast a Spell: spend the Effort and declare the effect. If the spell requires an attack, roll Magic. Saves are against Magic.
Dash: move again
Combat Stances: you can switch in or out of a stance at the beginning of your turn.
Offensive: you have advantage on attack/offensive tests, and foes have advantage against you.
Defensive: you have disadvantage on attack/offensive tests, and foes have disadvantage against you.
Opportunity Attacks: if you take a risky action while engaged in melee, your melee opponents get a free melee attack against you.
Risky actions are those that dont deal with the fact that you have people trying to stab your face. Examples include:
Standing up.
Running away.
Shooting at someone outside the melee.
Casting a spell (except things like burning hands).
Getting something out of your pack.
Ganging up: if you and an ally flank a target, you (and all other combatants attacking that target) get +1d to attack rolls. If the target
is surrounded (4+ attackers, and no adjacent allies), all attackers get adv.
For targets 1 size larger than the attackers, 3 are needed to flank, and 8 are needed to surround. Targets 2 sizes larger than the
attackers cannot effectively be flanked or surrounded.
For larger targets, climbing to a vulnerable position gives +1d, and may bypass WT.
Dual Wielding: wielding two small weapons gives +1d on Melee attacks made with them. If you enter defensive stance, get +1 Parry.
Weapons
Make your attack roll against the targets Parry (if in melee) or Melee +tags Ranged +tags
Dodge (if at range). If you succeed, deal 1 damage to the target, +Finesse: use Agility instead of +Range: no disadvantage at
+1 for each extra success, + your weapons damage bonus, +1 Brawn for bonus damage Distant range
for Brawn 5+ or +2 for Brawn 8+. +Reach +Crude: cheap, easy to replace
+Crude: cheap, easy to replace
Ranged weapons are always +finesse.
+Thrown
Unarmed: +0
Melee tags Ranged tags
Small or improvised: +1, and choose a +tag Two-handed Reload: use an action to reload
Medium (sword, axe): +2; optionally, choose a +tag (unless Brawn 6+)
and a Heavy (2 items for Heavy (2 items for
tag. (always two-handed if Ranged) encumbrance) encumbrance)
Large (greatsword, heavy crossbow): +3. Two-handed, Masterwork: expensive and Masterwork: expensive and
fragile fragile
counts as 2 items for encumbrance, choose a tag.

Some effects will call for straight damage in dice. Roll the dice, and each success causes 1 damage. Vulnerable creatures give the
damage adv, resistant creatures give the damage disadv. Ranges
Armour Melee disadvantage on ranged attacks
Light: +1 Wound Threshold Near optimal range for thrown weapons
Medium: +2 Wound Threshold, Heavy 2, -1d Stealth. Medium optimal range for most bows,
Heavy: +3 Wound Threshold, +1 Parry, Heavy 4, -2d disadvantage for thrown weapons
Stealth Distant the edge of bow shot (disadvantage)
Shield: +1 Parry, +1 Dodge Areas of Effect (+ if bunched, if spread out)
Tiny 1 or 2 adjacent creatures
Small 2 creatures Near to each other
Large up to 4 creatures, all Near, or in a line up
to Medium range
Huge 16 creatures, within Medium range of
each other, or in a line up to Distant
range
Traits
These will be D&D class abilities, divided into circles: Arcane, Divine, Knowledge, Nature, Martial, and Social. Some traits will have
a rank (1-6). For each trait you have above Rank 1, you must be at least level [rank 2 1], and you need at least that number of
each rank below in the same circle. (Imagine traits like blocks: every 2 has to stack on top of its own 1, and every 3 has to stack on
top of its own 1, etc.) Traits that increase in rank count as all ranks up to their current rank. (So they can stack on themselves.)
Traits cost points equal to their rank. Traits can only be taken once.
Any trait that requires you to spend or commit Effort also requires an action to activate (unless marked *).
General
Actor 2 You have advantage on social tests to pass yourself off as another person, and can effectively mimic voices.
Ambidextrous 1 No penalties for using your off-hand.
Brave 1 +2 to Steel
Common Bond 1 You may share your Fate points with allies who can see or hear you.
Cutting Words 2 Using your wit or charm to distract or confuse, when a foe within Medium distance makes a test, spend up
to 3 Effort and roll a like number of dice to cancel out those successes.
Danger Sense 1 You have advantage to tests made to dodge effect that you can see.
Evasion 3* Spend Effort to take half the damage from an area effect, or no damage if you succeed on an Agility roll.
Impostor 4 You can commit Effort to unerringly mimic another persons speech, writing, and behavior. You must have
studied each of these elements for a few hours.
Inspiring Action 1 Spend Effort to give a Near ally +1d on an action of their choice.
Jack of all Trades 2 You may treat any skill you dont have as if it was at 2d.
Keen Mind 2 You always know which way is north, how long until the next sunrise/sunset, and can accurately recall
anything youve seen within the past month.
Know Your 3 Commit Effort and spend 1 minute studying a creature outside of combat. The GM will give You info about
Enemy 2 of its characteristics
Observant 2 You can lip-read perfectly, and get +2d on Perception tests.
Peerless Skill 5* After testing a skill, you may spend any Effort to roll the same number of additional dice. These dice are
rolled all at once
Profession 1+ Choose a common profession. For each rank in this trait, whenever you test a skill directly related to the
profession, you can reroll up to one of the dice.
Reliable Talent 4+ For each rank of this trait, choose a skill. Whenever you test a chosen skill, you may spend Effort to treat
the result as if you rolled half your skill in successes.
Remarkable 2 Double your jumping distance, and the time you can hold your breath. Standing up from prone is never a
Athlete risky action in combat.
Skilled 2 Gain 4 skill points.

Supreme Sneak 3 Commit Effort to have advantage on Stealth tests, as long as you are moving slowly.
Toughness 2 +1 to Wound Threshold.
Divine
Channel Divinity 1+ For each rank in this trait, you can take one of the following options. Each option must reflect your deitys
domain.
Turn Unholy: spend X effort; unholy creatures (undead, demons, etc.) you can see must test
Steel against your Spirit + X or be forced to flee. If any fumble, roll Spirit damage against
them.
Preserve Life: spend X Effort, heal 2X Stress amongst any creatures Near you.
Radiance of the Dawn: spend X Effort to dispel any Near magical darkness, and deal Xd
damage to any Near evil creatures.
Cleansing Touch 5 Spend Effort to end a spell on a touched creature.
Cure Wounds 1 Spend 1 Effort to heal 1 Wound in a touched target.
Divine Aura 2 For each rank in this trait, pick an option below. Invest Effort as an action to give yourself and Near allies:
Protection: +2 dice on Steel tests and other resistance tests.
Courage (3): immunity to fear.
Devotion: immunity to charm.
Warding: resistance to magical damage
Divine Grace 6 Choose a 17th-level Cleric power or 20th-level Paladin power from the PHB that matches your deitys
domain. The Paladin powers require 6 Effort to activate.
Lay On Hands 1 Spend Effort and touch a target to heal Stress equal to your Spirit, or remove a poison or disease.
Smite 2+* Spend any Effort (up to this traits rank) to add that much damage when you hit with a weapon.
Arcane
Arcane Recovery 1 During a 10-minute rest, spend 2 Effort to gain 3 Mana. Mana is like Effort, but can only be spent on spells.
Countercharm 2 Commit Effort to create an audible effect that gives Near allies advantage vs. fear or charm effects. You
must use your action each round to maintain the effect.
Familiar 1 You have an arcane spirit as a pet. You can commit Effort to use its senses as your own (within 1km), and
spend Effort to cast a spell as though it were you (as long as you can see it).
Gaze of Two 1 Commit Effort to perceive through the senses of a willing touched creature as long as you are both on the
Minds same plane.
Metamagic 2 Pick a Metamagic option from the PHB. Spend Effort as sorcery points.
Overchannel 3 If you have Effort remaining, but not enough to cast the desired spell, spend all the Effort and then take 2
damage for each Effort still required. This counts as lethal damage.
Ritual Caster 1 With a 10-minute ritual, you can invest effort instead of spending it to cast a spell (with rank equal or less
than this traits rank)
Spell Collector 1 You can find new spells in-game, and add them to a spell book. You can only have a number of spells equal
to your spell traits memorised (active) at a time. Changing spells requires a short rest.
Spell Mastery 6 Pick a 1st-rank spell you know. You can cast it without spending Effort, as long as you have Effort
remaining.
War Caster 2 If shaken, you only lose concentration on your spells if you fumble the test. When you make an opportunity
attack, you can spend 1 Effort to cast a single-target spell at it. Spend Effort to avoid provoking an
opportunity attack when casting a spell.

Nature
Beast Spells 6 If you have Wild Shape, you can cast spells while transformed.
Chaos Blood 1* Spend Effort to get advantage on a test. When you do, or when you cast a spell, there is a 1-in-6 chance you
will roll for Wild Magic.
Elemental Wild 3 (Requires Wild Shape at Rank 2) Spend 6 Effort to turn into an elemental creature.
Shape
Environment 2 Pick an environment. While in that environment, you have advantage to resist any extreme temperature
Adaptation effects.
Feral Senses 6 You never have disadvantage to attack a creature you cant see, as long as your other senses are
unimpaired. You also know the exact location of Near invisible creatures.
Lands Stride 2 Commit Effort to be able to move through non-magical difficult terrain of any sort with no penalties.
Natural Explorer 1+ For each rank in this trait, pick a terrain. You have advantage on Navigation tests and Perception tests.
When you forage, you get enough food for 2 people if you succeed.
Natures Ward 3 You cant be charmed or frightened by fey or elementals, and you are immune to poison and disease
Poultices 1+ When you make a Medicine check to apply a herbal poultice, you can spend Effort up to the rank of this
trait to heal Wounds or Stress equal to the Effort spent.
Primeval 2 Spend Effort to detect any magical creatures within a mile (or 6 miles, if youre in a Natural Explorer
Awareness terrain youve picked).
Spirit Seeker 1 You can cast beast sense and speak with animals as though you had the Ritual Caster trait at the appropriate
levels.
Spirit Walker 4 Spend Effort to cast commune with nature as a ritual.
Thousand Forms 4 If you have Wild Shape, you can commit Effort to change your physical appearance as alter self.
Totem Spirit 2 Pick a 3rd-level totem spirit option. If taken at 3rd rank, pick a 6th level option. If taken at 5th rank, pick a
14th level option.
Vanish 2 Commit Effort so that you cant be tracked, except by magical means. For each additional Effort
committed, another creature Near you gains this benefit.
Wild Shape 1+ Spend X Effort (up to traits rank) to turn into a beast with CR X-1 (CR if rank 1).

Spell ? Learn 2 spells of 1st level or higher. 1st and 2nd level spells are rank 1, and spells increase by 1 (to a
maximum of 7th level spells at rank 6. Spells of level 8 or 9 cant be gained by use of this trait.
You can take 2 cantrips in place of one spell. This trait counts as Arcane, Divine, or Nature.
Spells require an expenditure of Effort equal to rank. Cantrips require the caster to have Effort remaining.
Spells with duration require 1 Effort to be committed for the duration.
Martial
Accurate Attack 4 Ignore up to 1 point of cover when attacking.
Battle Master 1+ For each rank in this trait, pick a Battle Master Manoeuvre from the PHB. It requires Effort to be spent (but
Maneouvre only 1 if it allows a bonus action). Read all superiority dice as 2d, +1d per 2 ranks. Not Sweeping Attack.
Cunning Action 1+ For each rank in this trait, you can take one of the following options as a bonus action as long as you have
Effort remaining.
Dash (you can spend Effort to take this action twice), Hide, Help, Disengage (rank 3+), Use
Object
Extra Attack 3 Spend Effort to take an extra attack as a bonus action. This can include grappling, tripping, etc. as well as
weapon attacks, as desired.
Favoured Enemy 2 Pick a type of creature (or 2 humanoid types). Spend Effort to gain adv on your next action against them
(attack test, knowledge test, tracking, etc.).
Great Weapon 2+ If you incapacitate a creature with a Great weapon, you can immediately make another attack roll (but no
Master more than this traits level). The extra attacks all use your bonus action, but do not cost Effort.
Hunter 1 For each rank, pick a Hunter Archetype feature from the PHB (1,3,4,5)
Lighting Reflexes 4* You can commit Effort for a fight to always act first in each round.
Mage Slayer 2 When you injure a spellcaster, it must test Steel (difficulty = damage) or lose concentration on all active
spells. You save against magic cast Near you at advantage.
Open Hand 1+* For each rank in this trait, choose an option below. Whenever you hit a creature with an unarmed attack,
Technique spend Effort to inflict one of these techniques:
Force Agility test or be knocked prone
Force Strength test or be pushed out to Near range.
Stunned unless it makes a Steel test (Difficulty = damage dealt)
Rage 1 Spend any Effort (but no more than this traits rank), to get the same number as a bonus to WT, and a dice
bonus to Melee, Athletics, Brawn, and Steel for 1 minute
Retaliation 5* When a creature in melee with you deals damage to you, you can immediately spend 1 Effort to make an
attack against that creature.
Second Wind 1 Burn 1 Effort OR spend all Fate to heal all Stress.
Sentinel 2 Creatures provoke opportunity attacks from you even if they disengage, unless they spend Effort equal to
half your Melee skill. When an adjacent foe attacks an adjacent ally, you may spend Effort to attack that
foe.
Sharpshooter 2 You get flanking and surrounding bonuses while attacking with a ranged weapon.
Sneak Attack 1 When you hit a target with a finesse weapon, if you had adv on the test, deal extra damage equal to the rank
of this trait.
Uncanny Dodge 2* Spend Effort when attacked to immediately halve the damage you took.

Races
Dwarves: adv. versus poison, low-light vision, and 1/session call in a favour from an NPC.
Triclops: x2 load limit. +2d on sight-based Wit tests for perception.
Human: pick a 1st-rank trait, and:
o Wanderer: adv. vs. fatigue from long treks.
o Clansfolk: spend Effort to use your bonus action to grant an ally advantage on their next attack against a creature
you are also attacking.
o Herdsfolk: advantage on Animal Handling tests with creatures you own.
Elves: adv. to save vs. charm and sleep effects, low-light vision, and:
o Imperial: gain a cantrip
o Wood: spend Effort to attempt to hide behind even bare foliage.
Daoine: adv on Stealth tests in native terrain, low-light vision, 1 nature cantrip.
Furlings: heightened scent, and:
o Wolverines: claws count as +1 weapon.
o Minklings: swim as walking, hold breath for 15 minutes.
o Icelings: adv. on Brawn tests vs. cold conditions, and stealth in the snow.

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