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Name: Parents: relationship rules

 Parents: If in your home city, your parents will


Age: Senior Artisan: help you recover from being Hungry, Thirsty or
Tired. They can also provide supplies or tools
Home: Mentor: where appropriate.
 Senior: When in Lockhaven, your senior will
Fur Color: Friend: provide help and supplies as appropriate to his
trade.
Guard Rank: Enemy:  Mentor: If available, mentors will help only in
times of great danger. They will never do your
Cloak Color: duty for you.
 Friend: If available, a friend will help with tests
in which he’s skilled.
Rewards Belief  Enemy: Your enemy will hinder you at every
Fate Playing a
Belief earns opportunity.
a fate point
 conflict goal
One point alllows you to reroll
any axes ( ) as new dice
Goal
Accomplishing
Persona a Goal earns a
persona point


Add one die per point spent
or tap Nature Instinct
Playing an
Instinct earns
a fate point
conflict actions
Action 1 Action 2 Action 3
❍ Attack ❍ Attack ❍ Attack
❍ Defend ❍ Defend ❍ Defend
❍ Feint ❍ Feint ❍ Feint
❍ Maneuver ❍ Maneuver ❍ Maneuver

Disposition
Starting Current
A A I
D F M
V I V

D V I — V
Draw your mouse.
F — I V I

Gear and Possessions M V V I I


Gear is limited to what you can carry (as depicted by you on the sketch above).
Possessions are kept in Lockhaven or another location.

Successes
Contacts Dice:
{
Snakes Swords Axe
Abilities
Raw Abilities Rating Advancement Special Abilities Rating Advancement Mouse Guard
mouse nature
P:❍❍❍❍❍❍
resources
P:❍❍❍❍❍❍❍❍❍ basic dice rules
 F: ❍❍❍❍❍  F: ❍❍❍❍❍❍❍❍❍
When testing, roll the number of dice listed
will 
P:❍❍❍❍❍
F: ❍❍❍❍ circles 
P:❍❍❍❍❍❍❍❍❍
F: ❍❍❍❍❍❍❍❍❍
with your ability or skill.
 Independent Tests: The player must roll 4s or
P:❍❍❍❍❍ better (“successes”) equal to the obstacle.
health  F: ❍❍❍❍
 Versus Tests: The player must generate more
Wises successes than his opponent.
 I Am Wise: You assist a teammate by
Pass Fail Fate Pers Pass Fail Fate Pers incorporating one related Wise (add +1D)
 Teamwork: Help from another player adds +1D
Pass Fail Fate Pers Pass Fail Fate Pers
nature rules
Skills Mouse Nature can be used for escaping,
climbing, hiding and foraging.
Skill Rating Advancement Skill Rating Advancement
 Acting with your Nature: Use Nature in place
P:❍❍❍❍❍ P:❍❍❍❍❍ of a skill.
fighter  F: ❍❍❍❍ manipulator  F: ❍❍❍❍
 Acting against Nature: Use Nature in place
P:❍❍❍❍❍ P:❍❍❍❍❍ of a skill. If the test is failed, Nature is taxed
healer  F: ❍❍❍❍ orator  F: ❍❍❍❍ by the margin of failure.
P:❍❍❍❍❍ P:❍❍❍❍❍  Tapping Nature: You may spend a persona point
hunter  F: ❍❍❍❍ persuader  F: ❍❍❍❍ to add your Nature rank to any roll aside from
Resources and Circles. If against your Nature,
P:❍❍❍❍❍ P:❍❍❍❍❍
instructor  F: ❍❍❍❍  F: ❍❍❍❍ the ability is automatically taxed by 1; if the roll
is failed, Nature is taxed by margin of failure.
P:❍❍❍❍❍ P:❍❍❍❍❍
pathfinder  F: ❍❍❍❍  F: ❍❍❍❍ advancement rules
P:❍❍❍❍❍ P:❍❍❍❍❍ P= Pass; successful tests. F= Fail; failed tests.
scout  F: ❍❍❍❍  F: ❍❍❍❍  Advancement requires: Passed tests equal to the
P:❍❍❍❍❍ P:❍❍❍❍❍ skill rank and failed tests equal to one less than
survivalist  F: ❍❍❍❍  F: ❍❍❍❍ the rank.
P:❍❍❍❍❍ P:❍❍❍❍❍  Learning a new skill requires: Beginner’s Luck
weather watcher  F: ❍❍❍❍  F: ❍❍❍❍ tests equal to Nature rank.


P:❍❍❍❍❍
F: ❍❍❍❍ 
P:❍❍❍❍❍
F: ❍❍❍❍
using traits and checks
Earning Checks by Using Traits
Conditions Traits Against Yourself in the GM’s Turn
1: -1D to any test earns one check for the
Hungry, Thirsty  trait name trait level used For Used Against
-1 to disposition to any conflict. Player’s Turn.
1:❍ 2:❍ 3:❍ ❍ ❍❍❍❍❍❍ 2: +2D to opponent’s versus test earns two checks
Angry (Ob 2 Will)  for the Players’ Turn.
-1 to disposition for any conflict 1:❍ 2:❍ 3:❍ ❍ ❍❍❍❍❍❍ 2: Breaking versus test tie in opponent’s favor
that uses Will as its base.
earns two checks for the Players’ Turn.
Tired (Ob 3 Health)  1:❍ 2:❍ 3:❍ ❍ ❍❍❍❍❍❍
-1 to disposition to any conflict.
1:❍ 2:❍ 3:❍ ❍ ❍❍❍❍❍❍
Spending Checks
Injured (Ob 4 Health)  1: One test during Players’ Turn costs one check.
-1D to skills, Nature, Will and 1:❍ 2:❍ 3:❍ ❍ ❍❍❍❍❍❍ 2: Recovery during GM’s Turn costs two checks.
Health (but not recovery). 3: Elevate trait for remainder of session costs three.
trait benefits: Level 1:+1D per session; Level 2: +1D twice per
Sick (Ob 4 Will)  session; Level 3: +1s per roll/break ties in your favor.
-1D to skills, Nature, Will and
Health (but not recovery).

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