TEXT: Version 2 - www.questingblog.com 
  BURNING 
  WHEEL 
  Player’s Procedure Guide 
  ——— 
  Tests 
   
  State Your Intent and Task 
   Intent: What do you want to do? 
   Task: How do you want to do it? 
   
  The GM Defines the Test 
   The GM decides what kind of test this is: 
  standard, linked, graduated, or versus. 
   If this is a standard or linked test, the GM sets a 
  base obstacle from 1-10. See p. 15. 
   The GM decides how long the test will take, 
  from a moment to years. See p. 34-35. 
   GM sets the consequences for failing the test. 
   The consequences must complicate the 
  situation and drive the story forward.  
   The GM chooses an ability that fits your task. 
   Its exponent is the base number of dice to roll. 
   You may spend 1 deeds to double this. 
   
  Apply Beginner’s Luck 
   Beginner’s Luck is used when a root stat must 
  be used in place of a skill your character lacks. 
   Beginners Luck doubles the base obstacle. 
   For versus tests, the number of successes rolled 
  by the opponent is the base obstacle. 
   For graduated tests, the base obstacle is 1. 
   
  Check for Tools 
   If the test requires tools that your character 
  lacks, double the base obstacle. This may be 
  combined with Beginner’s Luck. 
   If this is not the first time that your character 
  has used the tools, roll the Die of Fate to see if 
  they are used up. 
   
  The GM Modifies the Base Obstacle 
   +1 Ob per disadvantage. 
   +1 Ob if your character has 1-2 superficial 
  wounds. 
   +1 Ob if this is not the first test in a linked test, 
  and the previous test failed. 
   +2 Ob if this is a social skill test against a 
  named personal enemy. 
   +1-3 Ob from a relevant infamous reputation. 
   Spend 1 fate to ignore the superficial wound 
  penalty. If you do, mark 1 fate towards a 
  Health epiphany. 
   You may spend a maximum of 1 fate, 3 
  persona and 2 deeds per test, not counting 
  artha spent on Aristeia. 
   
  Add Bonus Dice 
   +1-2D from one situational or trait advantage. 
   +1D for working carefully. The GM adds a 
  time-related consequence in case of failure. 
   +1D per character helping with a related 
  ability, +2D per helping ability at 5+. Stats 
  may not help skills. Relevant Circles may help 
  Circles, Resources may help Resources. 
   +1D per FoRK of your related skills, +2D per 
  skill at 7+. 
   +1D if this is not the first test in a linked test, 
  and the previous test exceeded the obstacle. 
   +1D per persona spent. 
   
  Subtract Wound Dice 
   Do not apply these wound penalties when 
  testing Circles, Faith, Health, or Resources. 
   -1D per light wound. 3 Superficial wounds 
  count as a light wound. 
   -2D per midi wound 
   -3D per severe wound 
   -4D per traumatic wound 
   Spend 1 persona to ignore a single -1D wound 
  penalty. If you do, mark 1 Persona towards a 
  Health epiphany. 
   Aristeia: Spend 5 fate, 3 persona, and 1 deeds 
  to ignore all dice penalties until a simple goal is 
  achieved.  
   Aristeia: Spend 5 fate, 3 persona, and 1 deeds 
  to shift an ability one shade lighter for the 
  remainder of this scene. 
   
  Roll the Dice 
   Black shade dice are successes on a 4+, grey 
  shade dice on a 3+, white shade dice on a 2+. 
  All other results are traitors. 
   Spend 1 fate to open-end all 6s. If the roll is 
  naturally open-ended, reroll 1 traitor. 
   Magical skills, Astrology, Faith, and Steel are 
  naturally open-ended. 
   Astrology is open-ended on 1s as well as 6s, 
  unless it is used in a linked test. 
   Spend 1 deeds to reroll all traitors. 
   You may use each call-on trait once per session 
  to reroll all traitors in a related test. 
   On a standard or linked test, the successes 
  must equal or exceed the obstacle to pass. 
   On a versus test, successes must exceed the 
  obstacle to pass. 
   Graduated tests always pass. 
   
  Determine the Results 
   If you pass the test then you get your intent, 
  exactly as you described it. 
   You may spend excess successes to increase 
  the quality and speed of your task. 
   If this is a graduated test, the number of 
  successes determines the degree of success. 
   If this is a versus test and there is a tie, the 
  defender wins. If there is no defender, the tie 
  may be broken by a call-on trait. Otherwise, it 
  remains a tie until the conflict is resolved using 
  a different ability. 
   If you fail the test then the consequences 
  happen, exactly as described by the GM. 
   Characters who helped on the test share in the 
  consequences of failure. 
   You may spend 1 persona to counter the time-
  related penalty from working carefully. 
   You may spend 1 persona to cheat death on a 
  failed test in exchange for some other costly 
  consequence. The GM has final say. 
   If you have received a mortal wound, you may 
  spend 1 persona to test your Health to survive. 
   
  Mark Artha 
   Tally up all fate, persona, and deeds spent on 
  this test, including any artha spent on Aristeia. 
  Mark the artha down next to the ability tested. 
   If this test was related to one of your beliefs or 
  instincts, mark the artha down there as well. 
   If at least 20 fate, 10 persona, and 3 deeds are 
  marked on a single ability, you have an 
  epiphany. Shift that ability one shade lighter. 
   
  Mark Test Difficulty 
   Compare the total number of dice rolled (but 
  ignoring all dice added from fate, persona, or 
  deeds) to the final obstacle of the test. 
   
   
  1-3 Dice 
  4-6 Dice 
  7+ Dice 
  Ob greater 
  than dice Challenging Challenging Challenging 
  Ob equal to 
  dice 
  Difficult 
  Difficult 
  Difficult 
  Ob 1 less 
  than dice 
  Routine 
  Difficult 
  Difficult 
  Ob 2 less 
  than dice 
  Routine 
  Routine 
  Difficult 
  Ob 3+ less 
  than dice 
  Routine 
  Routine 
  Routine 
   
   Mark the type of test (challenging, difficult, or 
  routine) next to the ability being tested. If this 
  ability was Perception, Resources, or Faith, 
  then you have to pass the test to mark it down. 
  Otherwise, mark it even if you failed. 
   Any other characters who helped on the test 
  also mark a test by comparing the helping 
  ability’s exponent to the obstacle. 
   When making a Beginner’s Luck test, if the test 
  would have been routine before doubling, then 
  mark it as a test towards opening that skill. If 
  not, mark it as a difficult or challenging stat test. 
   All graduated tests count as routine tests. 
   If you test one ability many times in a single 
  conflict, you only mark the highest Ob test, 
  unless marking another test would allow that 
  ability to advance. See below. 
   If you have logged the required hours of 
  practice in a skill or stat, you may mark the 
  related test. See p. 47-48. 
   
  Check for Advancement 
   If a stat or skill has marked the number and 
  type of tests required by the related table 
  below, raise its exponent by one. Then erase all 
  of its tests. 
   
   
   
  Skill Tests  
  Required 
   
   
   
  Stat Tests 
  Required 
   
   
  R 
  D 
  C 
   
   
   
  D 
  C 
  Skill Exponent 
  1 
  1 
  (1  or  1) 
   
  Stat Exponent 
  1 
  1 
  1 
  2 
  2 
  (1  or  1) 
   
  2 
  1 
  1 
  3 
  3 
  (2  or  1) 
   
  3 
  2 
  1 
  4 
  4 
  (2  or  1) 
   
  4 
  2 
  1 
  5 
  - 
  3 
  1 
   
  5 
  3 
  1 
  6 
  - 
  3 
  2 
   
  6 
  3 
  2 
  7 
  - 
  4 
  2 
   
  7 
  4 
  2 
  8 
  - 
  4 
  3 
   
  8 
  4 
  3 
  9 
  - 
  5 
  3 
   
  9 
  5 
  3 
   
   If a skill being learned has marked a number of 
  tests equal to its aptitude (10 minus root stat) 
  open it at half the root stat rounded down. 
   Circles, Resources, Health, Steel, Faith, Greed, 
  Grief, and Hate all advance like skills. 
   Reflexes advances as Perception, Agility, and 
  Speed advance, and Mortal Wound advances 
  as Power and Forte advance. 
   
  
  Version 2 - www.questingblog.com 
  Circles 
   
  Who Are You Looking For? 
   Name or define the NPC you are looking for: 
  “Bjorn,” “A baker,” “A spy in my ranks.” 
   Circles only work within your lifepath settings. 
   The GM must state the consequences of failure. 
   Your base dice equal your Circles exponent. 
   The base obstacle for a Circles test is 1. 
   
  The GM Modifies the Base Obstacle 
   +1 Ob if you failed a linked test using a 
  relevant wise. 
   +2 Ob for an uncommon occupation, or from 
  a different lifepath. 
   +3 Ob for a rare occupation within the setting. 
   +1 Ob for a lower rank, station, or class. 
   +2 Ob for a higher rank, station, or class. 
   +3 Ob for the highest station in the setting. 
   +1-2 Ob for unusual knowledge/disposition. 
   +3 Ob for rare knowledge/disposition. 
   +1-2 Ob for an unusual time and place. 
   +3 Ob if you want the NPC right here, right 
  now, in the middle of trouble. 
   
  Add Bonus Dice 
   +1D if you have named the NPC from a 
  previous Circles test.  
   +1D if you exceeded the obstacle on a linked 
  test using a relevant wise. 
   +1-3D from your applicable affiliation. 
   +1-3D from your applicable reputation.  
   +1-3D from the NPC’s reputation.  
   Similar Circles may help. 
   You may spend artha as normal. 
   FoRKs are prohibited during Circles tests. 
   Wounds do not subtract dice. 
   
  Determine the Results 
   Roll your total dice against the final obstacle. 
   If you pass, you find the NPC and they are 
  favorably disposed to you. 
   If you exceeded the Ob, name the character. 
   Your character has a relationship aptitude with 
  the named character equal to 10 minus Circles, 
  minus positive reputations, plus negative 
  reputations. If you contact them a number of 
  times equal to your relationship aptitude them, 
  they are added to your relationships. 
   If this test was to join an organization, you may 
  now test Resources to buy an affiliation with it. 
   If you fail, the consequences happen. Helping 
  characters share in the consequences. 
   The GM may also invoke the enmity clause, in 
  which case the character has made a new 
  enemy. Name the enemy now. 
   Social skill tests against named enemies suffer 
  +2 Ob, and enemies gain +4D to their body 
  of argument rolls in Duel of Wits. 
   If a failed Circles test threatens to subtract a 
  reputation die, you may add that die to a 
  relevant infamous reputation, provided that 
  you can justify this within the story. 
   
  Mark Test Difficulty 
   Circles advances as a skill. 
   
  Resources 
   
  What Are You Looking For? 
   State what your character wants to buy. 
   If the item is within your means and there is 
  nothing at stake, the GM should Say Yes.  
   Your base dice equal your Resources 
  exponent. If this is taxed, use the taxed 
  Resources exponent instead.    
   
  The GM Sets the Base Obstacle 
   See p. 366-367. See p. 372 if making a lifestyle 
  test, once per Resources cycle. 
   You may reduce the base obstacle by 1 if you 
  succeed at a haggling vs. haggling test. 
   Alternatively, characters may bid on a base Ob. 
   Buying a 1D affiliation is Ob 3, a 2D affiliation 
  is Ob 5, and a 3D affiliation is Ob 7. 
   
  The GM Modifies the Base Obstacle 
   +1 Ob if you used a relevant wise or skill on a 
  linked test and failed. 
   +1-3 Ob for being far away from the source 
  of your Resources.  
   +1-2 Ob if buying the item in bulk. 
   +1 Ob to buy an affiliation with low nobility. 
   +2 Ob to buy an affiliation with high nobility. 
   +3 Ob to buy an elite or secretive affiliation. 
   
  Add Bonus Dice 
   +1D if you used a relevant wise or skill on a 
  linked test and exceeded the obstacle. 
   +1D per die of cash you wish to spend. 
   +1-10D per die invested from a single fund. 
   +XD from loaned cash or funds. 
   +2D for trying to buy a 1D advancement in 
  your own affiliation. 
   Resources may help Resources. 
   You may spend artha as normal.  
   FoRKs are prohibited for Resources tests. 
   Wounds do not subtract dice. 
   
   
  Determine the Results 
   Roll your total dice against the final obstacle. 
   All cash dice used are lost. 
   If you pass the test, you gain what you sought. 
   If you fail, your Resources are taxed: -1D for 
  routine tests, -2D for difficult tests, and by the 
  margin of failure for challenging tests. 
   All helpers on a failed test are taxed as well. 
   If you used a fund, taxed dice are removed 
  from the fund first, and are lost permanently. 
   If taxed Resources are reduced to 0, deplete 
  your actual Resources exponent by 1D. 
   The GM may give the Gift of Kindness and 
  grant your intent even if you are taxed. If he 
  does, you may decline and only be taxed 1D. 
   
  Mark Test Difficulty 
   Resources advances like a skill.  
   Only successful tests count for advancement. 
   Keep your actual and taxed exponents 
  separate. When Resources advances, increase 
  your taxed exponent as well. 
   At the GM’s discretion, Resources may be 
  advanced through gaining titles and rank. 
   
  Making Money 
   To produce cash, make a Resources test with 
  an Ob of double the cash dice you want.  
   To create a fund, make a Resources test with 
  an Ob of double the fund’s dice plus 1. 
   To replenish taxed dice, test a job skill plus 
  FoRKs against an Ob of 1 plus taxed dice. 
  Meeting the Ob restores 1D. Excess successes 
  restores 1D or reduces time by 10% per 
  success. This test takes a resource cycle to 
  complete and earns the job skill a test. 
   
  Steel 
   
  Determine Hesitation 
   The GM tests your Steel ability when you 
  confront surprise, pain, fear, or wonderment. 
   You must test Steel every time you take a 
  wound, but otherwise a single type of effect 
  may only cause a Steel test once per scene. 
   The base obstacle for a Steel test is your 
  hesitation, equal to 10 minus your will. 
   Your base dice equal your Steel exponent. 
   
  The GM Modifies Your Hesitation 
   See p. 363 for hesitation Ob modifiers. 
   
  Add Bonus Dice 
   +1D when surrounded by friends or allies. 
   +2D when startled by something mundane. 
   You may spend artha as normal. 
   FoRKs forbidden, and usually so is help. 
   Wounds may subtract dice. 
   
  Determine the Results 
   Roll your total dice against the final obstacle. 
   Steel tests are open-ended. 
   If you pass, you do not hesitate. 
   If you fail, you must swoon, stand and drool, 
  run screaming, or fall prone and beg for mercy 
  for actions equal to the margin of failure.  
   
  Mark Test Difficulty 
   Steel advances as a skill. 
   The GM may allow you to mark a Steel test 
  without rolling if certain intense situations arise 
  during play. See p. 364-365 for Ob examples. 
   
  Skill Training 
   
  Determine Available Tests 
   The instructor must be trained in the skill you 
  wish to learn, and that skill’s exponent must be 
  equal to or greater than yours. 
   Instruction and practice are the only ways you 
  can learn training skills, such as armor training. 
   Compare your exponent for the skill you wish 
  to learn against an obstacle equal to or less 
  than the instructor’s exponent. This tells you 
  the difficulty of the tests on offer. 
   
  Instructor Makes an Instruction Test 
   The instructor chooses an obstacle for their 
  instruction test based on the type of test they 
  want to (and are able to) offer: Ob 1 for routine 
  tests, Ob 2 for difficult, Ob 3 for challenging. 
   Add +1 Ob if teaching School of Thought and 
  Artist skills, +2 Ob for Medicinal and Military, 
  and +3 Ob for Sorcerous and Special skills. 
   The instructor then tests their instruction skill. 
   
  Time Passes 
   Instruction tests last for days equal to 10 minus 
  the instructors will, plus 10 minus the student’s 
  will, plus the obstacle of the test on offer. 
   This instruction leaves no room for leisure time. 
   If the test fails, the time only counts as practice. 
  Also, you either suffer +1 Ob to your next test 
  in the skill being taught, or the instructor suffers 
  +1 Ob to further instruct you. GM’s call. 
   
  Mark Test Difficulty 
   If the instructor passes their instruction test, 
  mark down the skill test you’ve earned. If a skill 
  has reached its aptitude, open it as usual. The 
  instructor also earns an instruction test. 
    
  
SOURCE: textdata/thevault/Burning Wheel/Burning Wheel - Procedural Guide [v2].pdf