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Mouse Guard With Edge of The Empire
Mouse Guard With Edge of The Empire
The Symbols
Successes and failures operate as normal, negating each
Nature
What Makes a Mouse Every creature on the earth has a Nature, a value that shows its
Every character is made up of the same set of statistics, labels, and potency in the world. Small creatures usually have smaller Natures, while
values that describe what he is like and what he knows how to do. These bigger beasts often have much higher Natures. More intelligent animals like
range from very broad to very specific, but each defines your Guardmouse mice and weasels will have a Nature rank that varies, as they can fight their
a little more, and sets him apart from the others. Each part is described in instincts and natural tendencies. A creature’s Nature is accompanied by a
detail below. set of effects or actions that describe what comes naturally to that creature.
As a mouse, your Nature is noted as follows: Nature (Fleeing,
Climbing, Hiding, Foraging), along with a value for its rank. Mice are not very
Characteristics courageous or bold in spirit, but they can resist their own Nature to become
Every mouse has three characteristics: Nature, Health, and Will, something more. Finding food and climbing are also instinctual for a mouse,
which are ranked from 1 to 6. These are the broadest way of describing a necessities of living in the wild. The higher your mouse’s Nature rank, the
mouse, and you can tap a characteristic and take two strain to give yourself more mouselike he is, and the lower it is, the more he seems like something
an upgrade during a related test as you dip into your inner reserves of else and struggles to relate to other mice. The average rank for a mouse’s
strength. Nature in the Territories is a 2 or a 3.
Every characteristic can be tapped a number of times equal to its You may tap your Nature on any test. If you tap your Nature on a
rank. When you tap a characteristic, you make a mark next to it on your test that is within your Nature’s descriptors, then you get two upgrades on
the test instead of the usual one upgrade, and it costs you no strain. This is the mind, wits, bravery, etc. Additionally, Will adds directly to your Strain
because this action is perfectly natural for a mouse, and you’re acting with Threshold.
your Nature.
If you tap your Nature on a test that is not within your Nature’s
descriptors however, you’re acting against your Nature. You gain only one Skills
upgrade, and pay the usual price of two strain. Furthermore, if this test fails Skills are the things that your mouse has learned to do over time –
to yield any successes after failures are canceled out, you take a minor things that aren’t necessarily within his nature and instincts. A complete list
condition to reflect your inner turmoil. of skills is below, and descriptions are in the next section.
Nature for Creatures Other Than Mice Deceiver, Fighter, Haggler, Healer, Hunter, Instructor,
Other creatures have a different Nature than mice. It is still ranked Leader, Loremouse, Militarist, Orator, Pathfinder, Persuader, Scout,
like that of a mouse, but the descriptors change. For instance, weasels, the Survivalist, Tradesmouse, and Weather Watcher.
only other really intelligent creatures encountered by mice, have Nature
(Aggressive, Gloating, Clever, and Burrow Stealing).
An unintelligent creature cannot tap its Nature on any test that is
not within its Nature descriptors. They are simply too beastlike to exert
Wises
Wises are categories of
themselves in this way. They may, however, tap their Nature on any test
lore and knowledge that negate a
that is within their Nature.
setback die or grant you a boost
Health die on tests where they are
Health is a measure of the physical toughness, well-being, and applicable. They reflect both formal
endurance of a creature, and it can be tapped on any test that relates to training and knowledge from
physical prowess, skill, or strength. Additionally, your Health characteristic experience. You may only utilize
adds to your Wound Threshold and Soak. one wise on any given test.
Will Wises are freeform categories, but they should be written to be
Will governs a creature’s mental fortitude, cleverness, cunning, specific, such as a particular city, type of terrain or weather, mouse role, or
and determination, and it can be tapped on any test that relates to tasks of category of animal. The GM should be wary of wises that are too broad, such
as Beast-wise, Weather-wise, or Combat-wise. Several example wises are
listed below to give you a better idea.
Other Statistics
Your Wound Threshold represents how much physical damage you
Autumn storm-wise, Bird-wise, Clear weather-wise, Coast-wise,
can take and factors into taking critical injuries (see the section on combat).
Crime-wise, Escort-wise, Flash flood-wise, Governor-wise, Hidey hole-wise,
If you exceed your Wound Threshold, you’re hurt badly and unconscious.
Lockhaven-wise, Mail-wise, Mud-wise, Open ground-wise, Pond-wise,
Your Strain Threshold represents endurance, both physical,
Predator-wise, Stream-wise, Thunderstorm-wise, Warfare-wise etc.
mental, and emotion. If you exceed your Strain Threshold during a social
conflict, it means you’re frustrated and beaten. If you exceed your Strain
Threshold during anything physical, it means you pass into unconsciousness
Traits from over-exertion.
Traits are prose descriptions of a character that make you unique
Your Soak represents durability and resilience to damage. It
beyond a set of numbers and statistics, and they function just like wises,
subtracts from the amount of damage you take from any physical attack.
removing a setback die or adding a boost die if they’re related. You
may only call on one trait per test regardless of how many you have that
apply.
Traits should say something interesting about your mouse, and
may be short or long. They should be broad so that they’re useful more
often, but not so broad that they’re not an interesting description. Talented
would be a trait that would apply anywhere, but it doesn’t say anything
about the bearer. Talented Singer provides color. Several example traits are
listed below to give you a better idea of what traits look like.
Character Creation
So, now that you know all the components of a character, how do
Bigpaw, Bitter about the war, Defender of the weak, Early riser,
you make one of the Guard’s finest? Below is a complete walkthrough for
Natural bearings, Quick-witted, Tall, Jaded, Skeptical of the guard, Clever
creating a guardmouse.
craftsmouse, Nocturnal, Sharp tongue, Longtail, Oldfur, Holds his mead,
Disciplined leader, Compassionate, Driven by promotion, etc.
Rank
First and foremost, you should pick a rank for your mouse. The
ranks are as follows: Tenderpaw, Guardmouse, Patrol Guard, and Patrol
Leader. Additional ranks of Guard Captain and Matriarch exist, but bearers
of these ranks are never deployed on missions, making them ill-suited to
player characters.
These ranks are largely just to define the structure of the players’
patrol. Rare indeed are the patrols that have two Patrol Leaders, though in
times of need, some are known to venture forth with several Patrol Guards
and no Patrol Leader. Tenderpaws, being the freshest recruits, are
mentored by either a Patrol Guard or a Patrol Leader, who must be one of
the members of the players’ patrol unless the GM gives approval for plot
reasons. Characteristics
No patrol should ever be so rigid that a mouse of a lower rank You may assign a rank of 3 to one of your characteristics, and the
cannot suggest a course of action or take a little initiative of his own. Ranks other two have a rank of 2. Every characteristic has its own perks, so choose
within a patrol are often overlooked, though when a disagreement ensues, whichever best describes your mouse to be highest.
the Patrol Leader always has the final say. Skills
Your mouse’s rank does, however, lend some minor mechanical You gain one free rank in four skills of your choice, plus two free
changes to the character creation process. Tenderpaws get one additional skill ranks that can only be put into Tradesmouse or Loremouse. Guardmice
free trait that can be undefined at creation and be developed as the game are almost always trained in some trade in addition to more practical skills
progresses, representing their growing, adaptable nature. Guardmice and for fulfilling their duty, and all mice have some experience and knowledge
Patrol Guards get +10 XP to spend, representing their higher degree of skill. to draw from.
Patrol Leaders get a free rank in Loremouse and may have Loremouse and
Wises
one additional skill at rank 3 during character creation (normally all skills are For every rank you have in Loremouse, you gain one wise. If you
capped at rank 2), representing their talent and wisdom. buy additional ranks in Loremouse, you gain an additional wise to match.
You also gain a wise related to your home city, such as Barkstone-wise, to
represent the home city advantage, and one other free wise to elaborate on
your mouse’s background.
Traits Gear
You get two free traits to breathe life into your character and Guardmice are issued a cloak that denotes their affiliation to the
reflect the attributes that most define his personality. Consider your Guard, and the color is selected by their mentor. When a mouse is no longer
mouse’s rank within the Guard and how his outlook on life is shown by his a Tenderpaw and fully inducted into the Guard, he may select a new color
traits. Is he a bright-eyed Tenderpaw, eager to prove his mettle, or an old of his own choosing, though some might say this reflects poorly on his
Patrol Leader, jaded by the loss of friends to weasels in the Winter War of relationship to his mentor.
1149? Is he thoughtful or fiery? Have fun with this. Guardmice are also issued a single weapon of their choice and a
belt, so as to be equipped for the dangers of the wilderness and defending
Experience
You get 75 experience points (abbreviated XP) to spend. The only other mice.
caveat is that you can’t have a skill rank higher than 2 at character creation, You may select any three additional pieces of gear.
sequentially.
Increase a skill This costs 5 XP multiplied by the desired rank,
and each rank must be bought sequentially.
Gain a trait This costs 5 XP multiplied by the total number
of traits you have.
Other Statistics
Your Wound Threshold is equal to 10 + your Health characteristic.
Your Strain Threshold is equal to 10 + your Will characteristic.
Your Soak is equal to your Health characteristic.
Elymis is a strong and silent pathfinder Isabel is an aging patrol leader from Elmoss and a veteran of the
from Copperwood, familiar with the many paths Winter War of 1149. She led many mice into battle against the weasel
throughout the Territories. Nobody is really sure invaders in the tunnels of Darkheather, and watched many die. She is now
why he doesn’t open up about his life, but most hesitant to battle and very protective of any
believe that it has to do with the loss of his last Tenderpaws in her patrol, but when combat is
patrol to a fox, alienating him from the rest of the inevitable, she is a decisive leader and tactician.
Guard. He is a wildemouse – what townsmice call She has seen much, knows much, and can bring
a mouse who is perfectly at home in the wilderness all of her experience to bear when reasoning with
between villages – and a talented fighter, but he another mouse.
is often seen as gruff, aloof, and uncaring. Isabel, patrol leader
Elymis, patrol guard Basic Statistics
Basic Statistics Nature (Fleeing, Climbing, Hiding, Foraging) 2
Nature (Fleeing, Climbing, Hiding, Foraging) 2 Health 2 Will 3
Health 3 Will 2 Wound Threshold 12 Strain Threshold 13 Soak 3
Wound Threshold 13 Strain Threshold 12 Soak 4 Skills
Skills Fighter 1, Haggler 1, Healer 1, Instructor 1, Leader 2???, Loremouse
Deceiver 1, Fighter 2, Hunter 1, Loremouse 2, Pathfinder 2, Scout 3, Militarist 2, Orator 1, Persuader 3, Weather Watcher 2
2, Survivalist 2, Tradesmouse 1 (Apiarist) Wises
Wises Bird-wise, Blizzard-wise, Darkheather-wise, Weasel-wise, Elmoss-
Bee-wise, Bramble-wise, Copperwood-wise, Path-wise wise
Traits Traits
Natural bearings, Secretive, Sets a hard pace Protective of tenderpaws, Light sleeper
Gear Gear
Purple guard cloak, belt, sword, knife Red guard cloak, belt, spear, light armor, map
Tristan is a short but sturdy little
Tenderpaw from Sprucetuck, child of a farmer
and eager to live down his reputation as a
backwater townsmouse.
Tristan, tenderpaw
Basic Statistics
Nature (Fleeing, Climbing, Hiding, Foraging) 3
Health 2 Will 2
Wound Threshold 12 Strain Threshold 12 Soak 3
Skills
Fighter 2, Haggler 2, Loremouse 1, Persuader 2, Pathfinder 2,
Tradesmouse 2 (Harvester), Scout 2
Wises
Grain-wise, Harvest-wise, Sprucetuck-wise
Traits
Eager to prove himself, Short, Strong back, Undefined
Gear
Blue guard cloak, belt, sword
that will be useful on a given test. The GM may determine if the supplies
Skills give a bonus or the absence of the supplies gives some form of penalty.
Below is a description of every skill in detail.
Overview
Skills
Deceiver
A deceiver uses lies, half-truths, ugly truth, soothing platitudes and
Factors to Consider
Fighter S
Mice are not natural fighters. The Fighter skill teaches them to
overcome their natural inhibitions so they can capture, disable or even kill
an opponent—using their bare paws or any of the variety of weapons
Healer
The healer keeps mice whole and healthy. A healer can take
available.
supplies from harvesters and scientists in the form of herbs and medicine. A
healer can also create poultices and potions to aid mice in recovering from Factors to Consider
various conditions. The severity of the target’s injuries or conditions is the primary
factor in difficulty for any Healer test.
Supplies: herbs, poultices, bandages, potions, access to an
infirmary or dry conditions…
Hunter
The hunter is an intrepid mouse who journeys out into the wild and
Applications confronts animals – grazers, scavengers and even predators. He uses his skill
Healer is used to treat physical injuries and ailments, removing
and cunning to stalk, trap, drive off or kill his quarry.
wounds, strain, and conditions, as well as produce supplies for Will and
Health tests for recovery. It may also be used to identify a sickness and
Applications
Hunter may be used to track, trap, or drive off other animals,
suggest a cure or treatment for it.
specifically unintelligent animals, and in all cases, it will be an opposed test
For creating medical supplies, the difficulty is Challenging , but
against the animal’s Nature. Depending on the size of the animal, it may be
difficulty upgrades may be in order if conditions make finding proper herbs
an extended conflict.
a problem, or an illness is particularly mysterious.
In the natural order of things, mice can kill an animal somewhat
The Symbols larger than themselves in combat, such as a beaver, skunk, hare, or a snake.
For immediate healing, see the Injuries portion of the section on
Larger beasts like foxes, wolves, swans, and – dare any brave mouse attempt
combat.
it, a bear or a moose – can only be driven off at best, and armies will need
Success on a test to produce medical supplies indicates that the
to be raised. A patrol with a plan can drive away a skunk, but a thousand
supplies will grant a boost die on a recovery test. Additional successes
mice would not give a grizzly bear any pause, and it is not in a mouse’s
might add an additional boost die or allow you to produce extra supplies.
nature form armies.
Triumph could be spent to upgrade a user’s recovery test.
The Symbols
S
Factors to Consider Leader??? (in progress)
The size and Nature of the target will give you clues as to modifying
[Description]
difficulty, depending on the application. It’s harder to trap or kill a larger
creature, but it is also certainly easier to track them when a mouse can sit
Applications
S
inside of a single track in the dirt.
The cleverness of the creature might also be considered. Some The Symbols
S
beasts are just brutes like a wolverine or snapping turtle, but others, like
snakes, foxes, and raccoons may realize they are being hunted and set an Factors to Consider
S
ambush, or lead their pursuers away from their young.
Factors to Consider
Militarist (in progress) If the test is unopposed, the difficulty is based on the size of the
A militarist is one who understands how to organize, supply and
crowd and their general disposition. If they’re favorable, the difficulty will
command a force of mice for battle. Militarists are rare among the mice. It
be relatively low, but an unfavorable or even hostile crowd may warrant
is against mouse nature to gather in force and hurl themselves into the
difficulty increases or upgrades, to add a chance of despair .
slaughter in an ordered fashion.
In an opposed test, bonuses ought to be given to whichever orator Supplies: maps, a compass, good advice, acorn crowns
is favored by the most mice in the crowd. (snowshoes)
Pathfinder Persuader
A pathfinder makes and marks paths between the mouse towns A persuader convinces another mouse to do what he wants in a
and cities, and to various resources and landmarks like streams, springs, friendly manner. A persuader shows you why it’s in your own best interest
lakes or fields of herbs. The Pathfinder skill is one of the most important to help him out. This skill is not for speech making. You may only
skills. use it in small conversations.
Applications
Pathfinder has three primary applications for the Guard: following
an existing path, clearing an overgrown path, and forging a new trail. This
test difficulty is set by the season itself (see the Campaign section for the
seasons).
Applications Supplies: a dark cloak, a lantern, a telescope, a hook and line for
Scout is used for both seeing things and avoiding being seen, and it hanging out of sight…
is opposed only if one party is actively trying to hide or stalk the other;
otherwise it is unopposed. If it is opposed, it is most commonly a Scout test Survivalist
opposed by the target’s Scout skill. If stalking a beast, Hunter is a more The survivalist knows how to make shelters, find water, build fires
appropriate choice, as they observe their surroundings differently from and jury-rig tools. He is skilled at making do with whatever supplies he has
intelligent, reasonable creatures. in the wilderness, and is comfortable away from luxuries like a bed and a hot
A lengthy infiltration scene might warrant an extended conflict, meal in a tavern.
with successes measuring how close to an objective the scout gets.
Applications
The Symbols Survivalist is used mostly to forage for supplies and protect against
S the elements, so the difficulty is based on the season (see the Campaign
During an opposed test where one party is sneaking, failure doesn’t section), though if say, a herd of deer or grasshoppers have picked an area
mean the scout is caught in the open, it merely means he didn’t make any clean, it may be an opposed test to find supplies.
progress towards his goal. Perhaps he hid behind a tree just before an
The Symbols
enemy took up a post staring right at it, and is now stuck. Threat on a test S
Factors to Consider Applications
The current season, terrain, and weather in which the survivalist Weather watcher is very straightforward in that it is really only for
finds himself are prime considerations for difficulty increases or decreases, predicting the weather in the near or distant future. This is always
and numerous wises will come to bear with this skill. unopposed and the difficulty is based on the season (see the Campaign
Another factor, at least in foraging for supplies or clean water, is section).
how many mouths must be fed. Fending for yourself or a patrol is one thing,
The Symbols
but feeding a crowd of refugees that know nothing of surviving in the Success and failure dictate whether or not the weather is predicted
wilderness is entirely different and significantly harder. well, while advantage, threat, triumph, and despair are geared towards how
Supplies: flint and tinder, a tent, dry wood… prepared you are for the incoming weather. Nothing dictates the type of
weather though – that is more a matter of the GM’s plot and what the table
Tradesmouse (in progress) feels would make for a cool scene.
[Description]
Factors to Consider
Applications Getting up somewhere high certainly helps, while being in a thicket
S or worse, underground, can make it harder or downright impossible to
Weather Watcher
The Weather Watcher skill is about spotting clouds, noting the
direction of the wind, and detecting the amount of moisture in the air,
correlated with celestial phenomena and signs present in soil and flora.
But How Light?
Every Guardmouse is issued a single weapon from the Lockhaven
smithies, a belt and scabbard to hold the weapon, and a heavy cloak that
shows their status as a member of the Guard. Anything beyond this are
supplies that the mouse has furnished himself, paid for, or been given in the
case of a dangerous or special mission.
Gear
Weapons
The Guard Travels Light Few mice ever have
They may be part of the Guard, but they are still mice, and mice the courage to take up arms.
cannot carry a lot. Sure, it is in their nature to store up food and trinkets in The very act of bearing a
cozy holes and tight spaces, which often leads to cluttered desks and weapon indicates a certain
overflowing drawers, but they can’t carry vast amounts of equipment. This willingness to defend, which
means that the Guard travels light, and makes do with what he has. And if goes against the nature of a
he can’t make do, he endures. mouse, whose instincts cry for
flight at the first sign of
Encumbrance
Encumbrance is how bulky and heavy and item is, and there is a danger. Nevertheless, the
limit to how much a mouse can carry. For any mouse, their encumbrance Guard have steeled themselves against their instincts and trained in the art
limit is 3 + their Health characteristic. If a mouse is every carrying more than of combat. Some choose to bear less lethal weapons and carry slings, staves,
his encumbrance limit, he is overburdened and takes a setback die on all or even just shields, which when used to deliver a hefty punch, are weapon
On any physical test that an overburdened mouse makes, the GM Below are some suggested weapons.
Initiative
At the start of combat, all creatures involved roll a ten-sided die
and add their Will characteristic, plus one for any trait or wise that might
apply. This is called an initiative roll. You may tap your Will or Nature on an
initiative roll to add its rank to the result, taking strain as usual.
Once everyone has an initiative number, those numbers are
arranged from highest to lowest and marked with their side. For instance,
every result that the players roll will be an initiative slot for the patrol, while
Combat most of the other slots will be for enemies. Starting with the highest number
and moving down the list, both sides choose who from their party will act
Summary of Changes during each of their initiative slots, though no single character can act again
It seems important to list this first with regards to combat, as there until all of his comrades have acted.
are fewer changes here, and rewriting such a significant and well-made When a character acts during an initiative slot, he takes a turn.
portion of the rulebook seems excessive. When all characters have taken a turn, go back to the top of the initiative
-Initiative is slightly revised to involve a d10 and a few modifiers, order and start again.
rather than making a whole test and tallying symbols. This is just for
streamlining gameplay, and may be rejected by any GM.
-Uses for advantage, threat, triumph, and despair are revised. A lot of unchanged stuff
-Ranged weapons don’t run out of ammo. Turns, actions, maneuvers, range bands, etc function as usual for
-You don’t add Health (Brawn) to melee damage Fantasy Flight Games’ Star Wars system. If it isn’t specifically listed here, it’s
-The critical injury table is revised and simplified. the same old system that we know and love.
As usual, these effects are merely suggested and not exhaustive.
GMs and players should have fun with the narrative and make up new
Using the Symbols on the Dice effects. With the removal of talents, many of those effects could be bought
Successes and failures are spent as usual on combat tests, making with advantage and triumphs, or inflicted by a foe when you roll threat or
attacks miss or hit and hit harder. Uses for other dice symbols however, have despair.
been adjusted a bit to better reflect the world of Mouse Guard. or -Take 1 strain (may be selected more than once)
or -Recover 1 strain (may be selected more than once) or -Lose the benefit of a prior maneuver until repeated
-Inflict a Critical Injury on an attack that deals damage -Add a to the target’s next test
past soak ( cost may vary) -You or an ally suffers on the next test
-Activate a weapon quality ( cost may vary) or -You fall prone
or -Perform an immediate free maneuver (up to the -Your target may immediately take a maneuver, up the
maximum of two maneuvers) normal limit of two maneuvers
-Add to the target’s next test -You or an ally must upgrade the difficulty of the next
-Add to any ally’s next test, including yourself test
or -Negate the target’s defensive bonuses until the end of -Place one tap mark on one of your characteristics
the current round -Your weapon is broken
-You or one engaged ally gains +1 melee or ranged
defense until the start of your next turn
-Force your target to drop a weapon or item
-Ignore penalizing environmental effects until the end
of your next turn
-Upgrade the difficulty of the target’s next test
-Upgrade any ally’s next check, including yourself
-Remove one tap mark from any characteristic
-Place one tap mark on a target’s characteristic
could result in death. GM characters and beasts may be unconscious or
Injuries and Conditions dead, depending on the narrative.
The Mouse Territories can be
dangerous and cruel, and more likely Strain and Strain Threshold
than not, you’ll get hurt at some point. Strain is physical, emotional, and mental stress wearing your
Injuries are taken as two types of character down, whether it’s from a forced march, winter’s cold, or
damage: wounds and strain. someone berating you with harsh words.
Soak doesn’t factor in when you’re taking strain. Instead, it is
Wounds and Wound reduced by your opposed test (generally you’re rolling Will) if someone or
Threshold something is inflicting it on you, but if you voluntarily suffer strain by say,
Wounds represent physical damage piling up on your character,
tapping a characteristic or gaining an extra maneuver, then you don’t get to
whether they’re deep gashes or little nicks and gouges. Wounds come from
reduce it in any way.
many sources, such as being clawed by a predator, falling, or being stabbed
Strain is, however, easier to recover. On any test related to the
by a weasel’s blade.
source of your strain, you may remove 1 strain with an advantage on
Whenever you are hit by an attack, you take damage equal to the
your roll, and may select this multiple times. However, the test needs to be
attack’s base damage – typically determined by the weapon of the attacker
appropriate. Advantage from a Haggler test won’t help if you’re strained
– plus the number of successes on their test. But you’re tough. You
from being out in the summer sun too long.
immediately get to reduce the incoming damage by your Soak value.
If your current strain ever exceeds your Strain Threshold, then
Additionally, you may immediately tap any characteristic to reduce the
you’re out of the scene in one way or another. Exactly why depends on what
damage taken by your characteristic’s rank. This represents a last ditch
put you over the edge. If it was strain from exhaustion, you might pass into
effort to evade the attack.
unconsciousness, but strain from a social conflict probably just means you’re
Once you’ve reduced the incoming damage, any remaining points
sulking in the corner and nursing the damage to your pride. Either way,
of damage are counted as an equal number of wounds, which you add to
you’re done contributing to the current conflict.
your current wounds.
If your current wounds ever exceeds your Wound Threshold, then
you immediately take a Critical Injury and fall unconscious. In rare cases, this
Critical Injuries
A critical injury is a more notable hit that you’ve taken, and its
effects are going to be lingering. These injuries are usually inflicted when
you’re hit by an attack with enough advantage to activate a critical hit or a
triumph , but might come up on other rolls, such as despair appearing
on a Survivalist test in winter.
When you take a critical injury, you roll a ten-sided die and add +1 indicates a moderate condition, and a challenge die is evidence of a
for every previous critical injury that you still have (marking this on your major condition.
character sheet is advised). Then you consult the chart below. Some example conditions from combat might be Twisted paw ,
1-5 You take a minor condition. Bruised rib , and Deep gash in the shoulder .
6-9 You take a moderate condition. Conditions are similar to wises and traits in that they add dice to
10-12 You take a major condition. any test where they’re applicable – but they’re adding the negative dice.
13-14 You take a major condition and are bleeding out. A daunting And yes, a major condition adds a challenge die , the equivalent of a
Healer test may stabilize you, but you will die after a difficulty increase and a difficulty upgrade. So your Bruised rib doesn’t
number of rounds equal to your Health characteristic if you mean much for an Orator test, but it most certainly factors in when you’re
receive no medical attention. making a Health test to hold your breath underwater.
15+ You’re dead, with no chance of being saved. The GM may choose Conditions should always be appropriate to the damage or effect
to let you have some last words before you’re gone. that gave them. As such, they may also be things that are less combat-
oriented. A long day pulling a cart in the hot sun might give you Weary paws
or make you Hungry , and another mouse’s sharp tongue might make
Conditions
Conditions are more flavorful descriptions of a character’s injuries, you Angry at Tristan .
pains, troubles, etc. Conditions are often inflicted by a critical injury or an Whenever you take a condition, list it by a characteristic. Physical
opposed test, but also come from tapping a taxed characteristic. A condition conditions go by your Health, and other conditions go by your Will. You may
consists of two parts: a prose description, and a die symbol representing the not place a condition by your Nature unless it comes specifically from
Untapping Characteristics
You may clear a tap mark on one of your characteristics if you roll
a triumph on a recovery test, or two on any other test. Otherwise,
tap marks on your characteristics are removed when you have time to rest
from the intensity of the mission. For every 4 hours of rest, you may remove
one tap mark from a characteristic of your choice. Rest is not just sleep mind
you, but may involve reading, drinking, warming by a fire, or whatever else
will sooth and relax your character. Rest also doesn’t include sleeping
outdoors in winter or a storm, or pulling the late watch in Darkheather or an
equivalently dangerous place.
Summer
Campaigns Difficulty:
Modifier: -
Intro After the hectic energy of spring, the summer season is when life is
S as normal as it can be for the mice. Days are long and warm. There’s plenty
to do, but there’s also an unhurried attitude in the Territories. The official
first day of summer is the summer solstice. Summers are warm and short,
Beasts
S