TEXT: 1. Character Concept:  ____________________________ Recommended # LPs:  
  Character Burner
  the
  w o r k s h e e t
  3. Age
  Time + Leads =  
  Starting character age. 
  4. Stats
  4A. Consult the Age Chart
  Using the character’s age, consult 
  the applicable age chart to find 
  his starting base stat pools. Add 
  in M and P bonuses from LPs.
  Mental Pool: 
       
  Physical Pool: 
  4B. Divide
  Divide Mental Pool between Will 
  and Perception.
  Will   __ Perception 
   __
  Divide Physical Pool between 
  Agility, Speed, Power and Forte.
  Power   __ Forte 
   __
   Agility 
   __ Speed 
   __
  2. Lifepaths
  Lifepath
  Time
  Lead
  Res
  Stat
  Skill
  Gen
  Trait
  Born…
  Totals:
  5. Skills
  Skill
  Root Advances Final Exponent
  6. Traits
  Trait
  Req
  Cost
  Type
  † 
    Skills marked with a † cost two points to open and may not be advanced.   
  §  Skills marked with a § cost two points to open and are 
  advanced as normal.
  
  7. Attributes
  Health 
   __
  Health is the average of Will and Forte. Plus or minus the answers to the 
  questions on page 91 of the CB. Both stats must be the same shade in 
  order to earn the lighter shade.
  Steel 
   __
  Steel starts at base 3 and the final result is determined by the Steel 
  questions on page 91 of the CB.
  Reflexes 
   __
  Reflexes is the average of Perception, Agility and Speed rounded down. 
  Mortal Wound 
   __
  Mortal Wound is the average of Power and Forte (rounded down) plus a 
  base of 6. 
  Emotional Attribute 
   __
  Faith, Greed, Grief, and Hatred are a few examples of Emotional 
  Attributes. The rules for factoring the exact exponent for each attribute 
  are varied. See the appropriate chapter in the CB for more on each one.
  8. Resource Points
  Take the Resource points (rps) from the lifepaths. Using the general 
  Relationships costs and specific Gear lists for your chosen race/culture 
  spend the points on the stuff you need.
  Total Resource points from LPs: 
   
  Relationship Costs
  •  A relationship with a character who is considered powerful and 
  who plays a large role in the game setting costs 15 rps.
  •  A relationship with a character who is considered significant or 
  important to the game setting is 10 rps.
  •  A relationship with a character who plays a minor role in the 
  setting or situation costs 5 rps.
  • Immediate family relationships are -2 rps.
  • Other family relationships (cousins, aunts, etc.) are -1 rps.
  • Relationships involving bonds of romantic love are -2 rps.
  •  Forbidden relationships are -1 rps (the Bishop who pals around 
  with the bandit king, for example).
  •  Relationships that are hateful, are rivals or are extremely 
  unfriendly to the character are -2 rps. (Enemy of the king? 13 rps.)
  Relationship have a minimum cost of 1 rp.
  Affiliations
  •  1D, 10 rps. A small, local or specialized group
  •  2D, 25 rps. A large, regional or expansive group 
  •  3D, 50 rps. A national, powerful or ruling group 
  Reputation
  •  1D, 7 rps. Local or minor reputation
  •  2D, 25 rps. Regional or notable reputation
  •  3D, 45 rps. National or major reputation
  Gear
  See the individual character stock lists in their respective chapters.
  Stray Resource Points
  You can always buy a minor close family, forbidden or hateful relationship. 
  We recommend it. It’s one point for a fun skeleton in your closet. Or you 
  can buy a piece of armor—a gambeson—for one point. You can buy spikes, 
  weights and beaks for your weapons. You can also buy a leaky shack if 
  you’re of Mannish stock. Elven arrows if you’re an Elf with an Elven bow. 
  Resource Point Expenditures
  Item (gear, relationships, affs, etc.)
  Cost
  Notes
  9. Resources and Circles Abilities
  Total the resource points the player spent on his character’s property, 
  reputations and affiliations—not relationships, spells or gear. Property is 
  specifically designated in the resources lists. Divide by 15. Round down.  
  5 exponent points may be spent for a Gray shade.
  Resources 
   __
  Circles 
   __
  Starting Circles is half Will exp, rounded down (min 1). Increase by +1D 
  if 50 or more rps were spent on property and relationships.
  10. Physical Tolerances
  Superficial is half Forte rounded down plus 1. Mortal Wound is factored 
  as an attribute in step 7. Place the other wounds between these at half 
  Forte rounded up steps from the previous tolerance. Mark these on your 
  character sheet.
  11. Beliefs and Instincts
  This is the last major stage for character burning. Before you hit play, 
  get together with your GM and discuss appropriate Beliefs and Instincts 
  for the character and how to tie them into the situation at hand. I even 
  recommend discussing them with the group at large. But don’t write them 
  here! Christen your new character sheet with your Beliefs and Instincts. 
  Make them the first thing you write!
  12. Name!
  Name your character and you’re finished.
  
SOURCE: textdata/thevault/Burning Wheel/Burning Wheel - Gold - Character Worksheet [Quick Reference Sheet].pdf