You are on page 1of 2

Name: Parents: RELATIONSHIP RULES

! Parents: If in your home city, your parents will


Age: Senior: 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 CONFLICT ACTIONS
a fate point
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

8x8 CS 2e r5.indd 1 9/10/19 1:20 PM


Abilities
Raw Abilities Rating Advancement Special Abilities Rating Advancement
MOUSE GUARD
P:❍❍❍❍❍❍ P:❍❍❍❍❍❍❍❍❍ BASIC DICE RULES
MOUSE NATURE ! F: ❍❍❍❍❍ RESOURCES ! 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:❍❍❍❍❍ P:❍❍❍❍❍
USING TRAITS AND CHECKS
! F: ❍❍❍❍ ! F: ❍❍❍❍
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:❍ ❍ ❍❍❍❍❍❍
that uses Will as its base. 2: Breaking versus test tie in opponent’s favor
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 ses-
SICK (Ob 4 Will) ! sion; Level 3: +1s per roll/break ties in your favor.
-1D to skills, Nature, Will and
Health (but not recovery).

8x8 CS 2e r5.indd 2 9/10/19 1:20 PM

You might also like