También robado de Burning Wheel:
“Instincts” is a slight misnomer for this category. This is not a list of the basic instincts that drive the human mind like hunger, self preservation or reproduction. Rather, this is a list of zero to three gut-reactions that the character had driven into his skull over the course of his life. A basic instinct for martially trained characters could be: “When confronted, I take the Aggressive Stance.” Instincts do not have to be combat oriented. They can be set in any venue. Such as in social situations, “I am always lying,” or in technical situations, “I have been trained always to work diligently and carefully.” Instincts exist to both protect the players from their own mistakes and to allow them a little leeway in roleplaying. A player can faithfully know what his character will do in certain situations and does not have to constantly worry about forgetting little details. These reactions, once set, become involuntary and must be carried out when the sign and stimulus are given. They can act as protection for characters just as they can be manipulated by those who are in the know.
Ejemplo: My farmer is fairly inexperienced in the ways of the world, and hasn’t had too much adventure-useful stuff drilled into his head. However, I can think of a few Instincts that might help him out. Instinct 1: Never stand behind the beast of burden. Instinct 2: Always keep the bowstring dry, and always keep an extra string. Instinct 3: Always be on the lookout for tracks, and mark them when I see them. Those should help out in a pinch.
Playing Instincts Instincts must be announced by the player when they are triggered in game. They cannot save you if you forget you have them. In general, instincts should be allowed to supersede the dice/mechanics of the game.
Ejemplo: For example, if the GM says something like: “It rains all night and you are soaked through, much of your gear is ruined.” I could counter with: “One of my Instincts is to ‘Always keep my bowstring dry,’ I have my extra string carefully wrapped in oilcloth and tucked in the center of my rucksack.” Remember, I also spent resource points on Traveling Gear which includes these items. Since it is an Instinct (and written down) the GM lets me have a dry bowstring in the morning…very useful for fighting off the bandits who promised to return at first light. Now all that is left is to complete my character is to copy my notes to the character index sheet and think up a name. Ah, I’ve got one…