Professional Documents
Culture Documents
table of contents
Foreword & Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
New Conflicts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
New Weapons & Gear Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Frightened Condition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
More From The Mouse Territories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Other Denizens of The Mouse Territories . . . . . . . . . . . . . . . . . . . . . . . 26
New Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Other Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
New Recruitment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Sample Missions . . . . . . . . . . . . . . . 81
Reference . . . . . . . . . . . . . . . . . . . . 92
Cards & Conflict Boards . . . . . . . . 93
Foreword & Credits
ike a torchlight in a mice's burrow, I bring these first lines to illuminate the darkness that
may bring misunderstandings to this book you have in front of you. What you are reading
right now is nothing more than an UNOFFICIAL expansion for the role-playing game Mouse
Guard. The intention of this expansion is to include new and alternative content to expand the Mouse
Guard game experience. Mouse Guard is a simplified version of Luke Crane's and Thor Olavsrud´s
game "Torchbearer", which in itself is based on the Luke Crane game system design called "Burning
Wheel". So before playing this expansion I recommend playing Mouse Guard with its own rules. The
purpose of this book was originally personal, to create rules that I thought were convenient and fun
in my campaigns, and over time I decided to bring this out for those who enjoy both David's artwork
and Luke's and Thor´s game. So, this is still an adaptation of some Torchbearer rules to the Mouse
Guard universe, some of these rules are also homemade, but always keeping in mind not to leave the
game system as much as the canon of the comics.
Finally I have to mention that the author of this work does not intend to make any financial profit,
therefore, it will be completely free for all fans of David Petersen's comics and Luke Crane's games.
The images found in the book belong to the official pages of David Petersen and his respective books.
All of them were created by David Petersen, and some of them by Selena Malyon (Mouse Guard
Alphabet book). The game system is set up for the Mouse Guard roleplaying game, created by David
Petersen and Luke Crane, and inspired by some of the rules of the Torchbearer system, created by Thor
Olavsrud and Luke Crane.
Without any further words, I would like to thank David Petersen and Luke Crane for creating this
wonderful game that has given us so much fun and entertainment. This unofficial book is published
under the Creative Commons license and may not be sold for commercial purposes.
Hugo Gutiérrez
4
New Conflicts
Working together makes little mice strong,
with love of liberty, the Guard gather to survive.
Beast of the air, land, and sky hear our song,
we shall do more than just live, united we thrive.
onflicts in Mouse Guard represent those important scenes that mark a turning point in the
story, fierce battles, thrilling chases, adventurous journeys in a storm or through rough
waters, or heated arguments. This section presents some new ideas for conflicts and some
optional rules to apply. At the end of this book you will find a Conflict Board to use in your games.
5
Intrusion or Evasion Starting Disposition
If your team is trying to infiltrate, the skill for the
Conflicts disposition roll will be Scout, in case they are
stealing it will be Thief (a New Skill to be
Sneaking into a bandit camp, rescuing a group of explained further on), if they want to escape the
guards trapped by weasels, escaping from a captain will make the roll using his Nature
dungeon, or simply standing guard at a scent border (escape) or the Thief skill. If instead your team is
outpost can all involve risks. So, here is an idea to defending or guarding a location, the captain will
represent all these actions with the conflict rules. make the disposition roll with the Scout, or
Militarist if a full army is defending the place.
Maximum help in disposition rolls
On the disposition roll you can add up Actions
to a maximum of +4D helping dice, In a conflict of intrusion or evasion, the abilities
including other players or non-player characters. or skills to perform your actions will depend on
This applies to all kind of conflicts as a New Rule. what role you are performing in the conflict or
Too many mice what ability or skill the captain has used for the
Escape or infiltration requires not being detected by disposition roll.
the other team, so more than 5 mice will suffer a -1
penalty to disposition, more than 10 mice will suffer Conflict Type Test Skill Add to Base
a -2, more than 15 mice will be -3, and so on. Infiltrating Scout Health
Goals for this kind of conflict represent actions such Escape Nature or Thief Health or Nature
as: sneak, break in, escape, theft, guard or protect. Guard Scout Health
Guard
Two different sides (detachment)
Militarist Will
6
New Conflicts
7
Intrusion and Evasion Weapons Weapons for sentries
These weapons may only be used by the These weapons are only for the team guarding
team that is infiltrating, thieving or escaping. and patrolling the site.
8
New Weapons & Gear Rules
Mouse with axe of black and legend of fable,
slay the snake, wolf, fox, and hawk.
You may hail anymouse willing and able,
a mouse of myth guards the heaven of lock.
ere you will find six new weapons for the role-playing game with their own rules and
attributes. These weapons are inspired on illustrations by David Petersen in which there
are mice carrying them. At the end of this handbook you will find the new Weapon Cards.
In adition, some rules about equipment and lighting have been specified and clarified in the following
pages.
9
New Fighting Weapons Flail
A flail is a weapon consisting of a club head
Fighting weapons provide useful bonuses but attached to a hilt by a chain. The flail's main
can also impose penalties to some actions. Be tactical virtue is its ability to strike around the
sure to look closely at your weapon. shield. Its main drawback is that it is difficult
to handle.
Crossbow
Clumsy: -1D to Defend. Tactical Chain: +1D to
The crossbow is a projectile weapon classified
Feint; and also negate the benefit of shields.
as a bow, but unlike a bow, the crossbow is fired
by a mechanism that pulls and fires a string on
which the bolt is placed. Crossbow arrows are
different from bows. and the loading of the
crossbow is more complex, even sometimes it
could get stuck. Crossbows are more powerful
than bows, but slower and less handy.
10
New Weapons & Gear Rules
Javelin Warhammer
A javelin is a spear designed to be thrown A warhammer is a blunt weapon that, like a
and its range is less than a bow or sling, so mace, has the quality of crushing armour.
isn't counted as a projectile weapon. The Warhammers also have a bonus to attack due
javelin has no melee bonus, and only gains to their bluntness, but also a penalty to
its bonus if thrown. defence and feint due to its slow mobility.
Scythe
A scythe is a working tool for mowing grass
or harvesting crops, but its use can be
adapted for fighting if required. A scythe used
as a weapon can be powerful if reaches its
target, but its too bulky and cumbersome.
11
Armorer Factors A wildfire could be fatal to any side. Mice and
Here are the Obstacles to forging these new other species need the forest to survive and
weapons using the Armourer skill. You can craft they are aware of this, for this reason they
up to four javelins in one test. Add the Ob. of rarely use fire in the battlefield except in
each javelin to make the test. Repairing your extreme situations. A wildfire could result from
weapon will be an Ob. determined by the GM, a twist or compromise.
unjamming a crossbow is an Armourer or
Scientist Ob.2 test.
Incendiary weapons
-1D to Defence; +1s to Feint and Maneuver,
Weapons: Javelin (Ob 1), Flail and Scythe decrease your Defence power, but gives a
(Ob 4), Crossbow, Great sword and bonus to Feint and Maneuver.
Warhammer (Ob 5). Incendiary weapons must be prepared before
battle by a Scientist test Ob. 3. and will not get
A torch in the any bonuses in the rain or snow.
12
New Weapons & Gear Rules
Torch Firefly
A torch will cast enough light to explore in the A firefly can cast a dim light that will provide
dark without any penalties, but it will not vision in the dark with a factor. However,
offer you any bonuses to avoid being detected fireflies can fly around the area to have a
either. A torch can stay lit if it falls but can be better look through on an Insectrist test.
extinguished as a result of a twist or Fireflies tend to switch off their light if they
compromise, and can also cause fires if it falls detect a nearby danger such as a predator,
on ignitable material. but could also attract their attention as result
of a twist or a compromise.
13
Frightened condition
Feathered hunters hoot out their call,
to moon and stars in the darkness of night.
On silent wings they hunt the small,
when evening comes, beware their flight.
hile playing Mouse Guard games I always missed having a condition for mice to feel fear
when facing big creatures or terrible storms. The nature of a mouse is not to face its fears,
but to escape from them in order to survive. I was also aware that a guardmouse should be
able to cope with fear, but to do so they would have to build up a willingness that had been trained
over time. The Frightened condition fits perfectly in Mouse Guard, and Luke Crane had introduced the
condition “Afraid” in Torchbearer, Luke would have his reasons for not using it in Mouse Guard, but
in my opinion it's a great chance to bake in the quirks and personality of a character. So here's how
to introduce this condition to your game and some other rules adaptable to the new skills.
14
Frightened Condition
15
After facing the Shrike, Rosard is still frightened, he Frightened Failure Guideline
sits down in the tavern and orders an ale to calm his The GM can apply the Frightened condition to
nerves, then Stjepan starts playing his Lute, Stjepan's a character who fails a roll but is allowed to
song is comforting and will help Rosard to recover his pass the test. Here are some suggestions for
courage. Stjepan has to pass a Bard Ob.3 test, his applying Frightened to certain tests.
Bard skill value is 3 and he rolls 3 successes, the tune
will comfort Rosard. For Pathfinder, Hunter, Scout, Survivalist,
Thief or Health tests involving very dange-
Rosard test his Will to recover from his fear. His Will rous situations.
has a value of 5 and the Obstacle to recovering from For Fighter, Hunter or Nature tests involving
that fear has gone from 3 to 2 due to his friend stick your neck out.
Stjepan's song, Rosard rolls the dice and he rolls 2
For Will tests that demand courage or over-
successes, so he is not longer Frightened.
coming fears.
Recovery Order
Frightened as Part of a Compromise
The Frightened condition will have the
Frightened can by applied as a compromise or
same position in the recovery order as
a minor compromise after a fight, a chase, a
Angry, as its a mental state and you cannot be
war or a journey conflict. It could also be
Angry and Frightened
applied as a major compromise in addition to
The GM can impose the Frightened condition Injured, Tired or Sick, in a Conflict where you
after facing danger, if your mouse was Angry, the have put your life on the line.
new condition will replace the old one. Once
recovered from his fears, your mouse will no
longer be Angry.
16
Frightened Condition
17
Fishermouse, can get provisions to alleviate the bad if not properly protected, and can even attract
Hungry condition. But the fish must be cooked by other animals.
a Cook test. If the fish is eaten raw, the GM may
A mouse usually carries one bag with provisions
request an Ob.3 Health test to avoid getting Sick.
for himself which will have one use. The GM can
Raw fish does not enter the diet of most mice.
apply the Overloaded Mouse rule, explained in
the New Weapons & Gear Rules section, if a mouse
chooses to carry a heavy bag of provisions.
Spirit of Courage
Beer, wine or cider can fill a mouse with
courage as does the inspiring melody of a
bard. If your mouse has drunk a considerable
amount of alcohol, the GM may determine to
reduce the Obstacle to recovery from the Angry or
Frightened conditions by one point, but the GM
will then force you to pass an Ob. 3 Health test, if
you fail you may be Tired or Sick. Too much beer!
Provisions
If your mouse has stocked up before the
journey he can alleviate the Hungry or
Thirsty condition during the GM's Turn if the GM
considers appropriate by expending your supplies.
18
More from The Mouse Territories
Deep below our mousey lands above, the kin of weasels sneak and hide.
Within a tiled den devoid of love, mazes of tunnels lead far and wide.
ice build their hidden settlements
throughout the Mouse Territories,
struggling to survive amidst the
dual threat of predators and adverse
weather.
Taking advantage of the resources that
each location has to offer, some
settlements have grown into large cities
developing distinctive cultures. The
Guard must respect the self-rule and
laws of each of these places and adapt
to the requests of the townsmice, as long
as the basic values of honour and justice
are upheld.
Wilderness is not only resourceful,
sometimes mice have to face large
obstacles due to their size. Therefore, a
guardmouse must be able to move
cautiously and deftly over all types of
terrain and in different weather
conditions.
On the following pages I offer you new
wilderness and weather obstacles for
your missions, and a version of two
famous settlements in the Mouse
Territories, all based on information
gleaned from David Petersen's work.
19
Other Wilderness & Dead animals are common in winter and early
spring in the areas around the scent borders and
Weather Obstacles the coast.
Carcass
Remains of dead animals,
abandoned prey and carcasses
never do any good. It may attract
scavengers such as crabs, crows,
turkey vultures, skunks, raccoons,
coyotes or any other animals.
Carcasses are also used by
insects for egg-laying, nesting or
simply as a feast, which can
bring pests such as ants or wasps.
20
More from the Mouse Territories
Although they still have the ability to see in Stampedes can occur in any season, although
semi-darkness, they will need light to see in a they are more common in winter when the
cave, a dungeon or a burrow. For this, they can scent borders are covered with snow.
try to make a fire using tools and the Earthquakes can occur at any time, however,
Survivalist skill. Insectrist can use fireflies. Oil this is a very unusual phenomenon.
lamps, candles and torches can also be used
as gear to illuminate dark rooms. Fog and Mist
In thick fog or mist, visibility can be reduced to
Darkness (+? Ob), semi-darkness (+2 Ob) or a few yards. Travelling in these conditions is
dim light (+1 Ob) can be a factor in any skill treacherous, and its not unusual to get lost or
that requires vision, such as crafting, reading, have accidents, either on land or in a boat. Fog
scouting, or fighting. In addition, the GM may and mist is also caused by a change in
suggest a Will test if any mouse begins to hear humidity.
noises or shadows moving in the dark or, a
failure would involve getting Frightened. This obstacle can be introduced as a
Weather Twist during Fall, Winter or
Earthquake or stampedes Spring. Fog affects as a factor (+2 Ob) any
Earth movements are often caused by deer, elk action that requires Boatcrafter, Scout and
and moose stampeding across territories, or Pathfinder tests to find your way around or find
tunnels dug by moles near settlements. something. Any twist could result in getting
Although from time to time there have also lost, running into an animal or being Injured.
been records of earthquakes not caused by
Ice stalactites
animals but by displacement of the earth. This
During the winter, when the canopies of the
can be a large-scale disaster, destroying towns
trees freeze over, stalactites of ice hang from
and villages, toppling structures and leaving a
their branches and lurk deadly to any clueless
lot of mice trapped in the rubble.
mouse that walks beneath them. Any sudden
Avoiding a stampede will depend on your movement could cause one or more of these to
Nature. After an earthquake the Guard must fall over you, so you must pass a Health or
rescue mice from the rubble, the most useful Nature Ob. 3 test to avoid them in time.
skills might be Administrator, Carpenter, Otherwise you could be seriously Injured,
Healer, Labourer, Scientist or Stonemason. knocked unconscious or even dead.
21
This obstacle is present in forest areas or caves, To try to eradicate any kind of pest you could
during the spring, autumn and winter seasons. start a Conflict. Use Scientist to Attack and Feint
to prepare pesticides, and use Insectrist for
Insect pests Defend and Maneuver. Loremouse could be
Some insects are used as livestock by the mice, useful to try to convince birds or hedgehogs to
helping them in their daily tasks. However, some help to get rid of the plague. Insect pests are
others are nothing more than a problem and common in the late spring or summer season.
sometimes a real danger. Wasps such as yellow
jackets are common in the Territories and they For fighting insects use an Insect Fight
burrow their nests underground, as do fire ants. Conflict. Fighter may be use to Attack
Some insects may nest in hollow logs, rocks or in and Feint, and Nature or Insectrist may be use to
tree branches. This can be a problem if they decide Defend and Maneuver. How to deal with swarms
to nest near a settlement, as they may attack mice or pests through Science or Military conflicts is
or livestock and compete for resources. Termites explained later in the Other Denizens of the Mouse
may devour all the wood in a settlement or a Territories section.
grasshopper swarm could devour crops.
Rapids and Waterfalls
Rapids form in areas where the riverbed has a
relatively steep gradient, causing an increase in
the speed and turbulence of the water. Rapids are
characterised by the river becoming shallower and
some rocks are exposed above the surface of the
current. Being hit by a rock could cause get Injured
destroy boats, or even death. These slopes are
sometimes very steep and form waterfalls where
the water falls down a rock-walled gully and lands
violently in a pond or river. Waterfalls are very
dangerous and can cause injuries or result in
drowning. Navigating between rapids requires a
very difficult Boatcrafter or Pathfinder test. (Ob
4-5). Failure could result in becoming Injured, or
result in your mouse dying as part of a major
compromise after a conflict.
22
More from the Mouse Territories
Heavy armor could prevent being Injured. These places remain hidden in caves, covered
Waterfalls are almost unavoidable; jumping by vegetation or underground, and still
onto a rock or branch requires a difficult preserve old statues, dilapidated old buildings,
Health test (Ob 4-5). Surviving a waterfall or some of them even may keep old relics
also requires a difficult Health test to avoid protected by old traps still active.
being knocked unconscious, survive the fall
New occupants can also move into these
and swim to the surface. Failure could mean
places such as mice bandits, weasels, spiders,
drowning if part of a major conflict
snakes, bats, ground squirrels, raccoons,
compromise or result in conditions such as
skunks or foxes.
Tired, Frightened, Injured or Sick.
Shorestone
Shorestone boasts a large sandstone quarry
and a tradition of hardy stonemasons.
23
The various guilds have been commisisoned
for their beautiful work by so many of the
settlementes in the Territories, they fly banners of
cities current and long since past as a testament
to their own craft. While the front of the city is all
comerce, a residential area lies further in.
Size
City
Government
A group of master masons rules over local guilds,
merchants and townsmice. The master masons Skills
also send an overseer to supervise the government Stonemason, Smith, Carpenter
in Sandmason.
Traits
Major Trades Hard Worker
While other crafts are taught and practice here
these are the cornerstones: Stone masonry, metal
smithing, mathematics and carpentry.
Thistledown
Beneath a blanket of thistles and thorns lies the
Import/Export town of Thistledown, north of Lockhaven.
Shorestone imports food, wood and other refined During the warmer seasons when the thistles
products. The city's main export is masonry and emerge and the town is dressed in mauve, bee
carpentry goods. swarms and butterflies of all sizes and colours
flutter across the town's rooftops.
24
More from the Mouse Territories
Size
Town
Goverment
The guild of archivists, scribes and thinkers rules over the other
guilds in the settlement. They make decisions about wealth, laws,
outer affairs and the city's defenses.
Major Trades
Weavers and insectrists form the core of the settlement's tradesmice.
Thistles are used to weave and carding textiles, insectrists weave silk
from silkworms and spiders. Other important trades include carpenters,
stonemasons, apiarist or archivists.
Import/Export
Thistledown imports tools, dyes and tannings, some food and
timber, and manufactured goods. Thistledown is well known for its
textile manufactures of all kinds, sails for ships, bedding, clothing,
tapestries, carpets, banners or cloaks.
Skills
Weaver, Insectrist
Traits
Steady Paws, Wise
25
Other denizens of the
Mouse territories
We respect our land, our sea, our sky,
and every species living in between.
The fish swim, plants grow and birds fly,
our wild world is beautiful scene.
n this section you will find some ideas about mice, livestock, wild insects and other
animals that move through mouse territories and nearby areas. In addition, ferrets
have been analysed as a civilised society, ferrets rule the islands of the Kingdom of Ebon,
which are located in the frozen routes of the northern sea.
26
Other Denizens of The Mouse Territories
27
Fishermouse Retired Guardmouse
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating
Puppeter
Raw Abilities Rating Special Abilities Rating
28
Other Denizens of The Mouse Territories
Star Gazer
Raw Abilities Rating Special Abilities Rating
Thief
Raw Abilities Rating Special Abilities Rating
Trademouse
Thug
Raw Abilities Rating Special Abilities Rating
Raw Abilities Rating Special Abilities Rating
Nature (Mouse) 3 Resources 5
Nature (Mouse) 3 Resources 1
Will 5 Circles 5
Will 2 Circles 2
Health 3
Health 6
Skills: Haggler 4, Administrator 3, Persuader 2
Skills: Fighter 4, Haggler 3
Wises: Trade Route-wise
Wises: Hometown-wise
Traits: Penny Wise (1)
Traits: Brute (1)
Gear: Coin purse, spectacles and a ledger
Gear: Mace and coin pouch
29
Weasel Kin They differ from weasels in that, whereas weasels
kill mice without compunction or need, ferrets kill
Some archives of the Mouse Territories hold maps all their prey for the meat alone. Their Nature
and logbooks of mice who ventured across the icy descriptors are: Tricking, Stealing and Hiding.
waters of the northern sea and discovered islands
inhabited by other species. These lands, dominated Ferret Noble
Raw Abilities Rating Special Abilities Rating
by ferrets, are called the lands of the Kingdom of
Nature (Ferret) 6 Resources 7
Ebon, of which Ildur is the largest island.
Will 6 Circles 6
Ferrets and Fishers are a kind of weasel. In the Health 5
Black Axe’s book, Celanawe escapes with Em Skills: Fighter 5, Orator 4, Manipulator 5, Haggler 4,
from a group of Fishers and, after a stormy Militarist 4, Hunter 5. Persuader 3, Administrator 5
journey across the northern sea with Conrad Wises: Ferret-wise, Ancestral-wise
aboard the Red Snapper, they shipwreck on the Traits: Clever (2), Leader (1), Skeptical (1)
island of Ildur, where the halls of Ildur, the main Gear: Royal finery, crown, light armor and sword
dwelling of the Ferrets kingdom.
Ferret Nature
Ferrets are a medium-sized species of
mustelid present in both the Mouse
Territories and throughout the islands of
Ebon Kingdom.
30
Other Denizens of The Mouse Territories
Ferret Soldier
Raw Abilities Rating Special Abilities Rating
Ferret Wise
Raw Abilities Rating Special Abilities Rating
31
Ferret Peasant
Raw Abilities Rating Special Abilities Rating
Fishers
The fisher is an intelligent, predatory species of
mustelid present in the Mouse Territories.
Although closely related to the weasel and ferret,
the fisher is far larger. Unlike its cousins, the
fisher don’t form complex societies and tends to
live alone, although a few may band together
during the mating season.
Fisher Nature 7
Climbing, Swimming, Hunting, Porcupine Killin’
Fisher Weapons
Retractable Claws—+1s to successful Attack.
32
Other Denizens of The Mouse Territories
Livestock
Moth Nature 3
Flying, Detect Smells, Nocturnal.
Beetles
Among the beetles, large species such as the
rhinoceros beetle are used for pulling wagons
or carrying goods. Ladybirds are used by pest
herders to control aphid infestations on
crops. Fireflies provide light in the darkest
places and are used as torches by explorers.
Firefly Nature 3
Flying, Glowing, Nocturnes
Ladybird Nature 2
Eating aphids, Flying
33
Grasshoppers Natural Order rules should be used to deal with
Although they are not commonly used as a swarm. Swarms can only be eliminated by a
livestock, some mice keep them as travelling war or a scientific conflict. To determine the
companions. Certain species move in large disposition of a Swarm, double the Nature of a
swarms, decimating crops. specimen.
34
Other Denizens of The Mouse Territories
Centipedes
Centipedes are fast and aggressive insects.
Due to their poor docility they are not
commonly trained, their bite and venom can
be very dangerous to mice and similar size
creatures, a mouse may become sick or even
die. They are used for scouting.
Centipede Nature 3
Aggressive, Fast, Not very docile, Carnivore.
35
36
Other Denizens of The Mouse Territories
37
Bobcat Duck
No many sightings of this beast are documented Ducks are quite social animals, they live on
around the Mouse Territories, although some lakes, rivers or marshes. Despite they clumsy
legends mention a night hunter with yellow eyes walking, they are excellent swimmers, and they
that cannot be felt coming. Its fur is dense and waterproof feathers make them excellent fliers as
spotted for camouflage, and it tends to live in well, able to take off in no time. Mice often
rocky areas or pine forest, stalking its prey in the associate with groups of ducks and use them as
undergrowth. Bobcats compete with Coyotes or transport in exchange for food or protection.
other large predator for territory.
Duck Nature 6
Bobcat Nature 8 Flying, Ungainly on Land, Swimming.
Stealthy, Hunting, Climbing, Excellent Vision.
Elk
Bobcat Weapons Elk tend to be broader than deer, but not as
Retractable Claws—+1s to successful Attack.
massive as moose. Their hair has a reddish hue
Pouncing Paws—+1D to Feint and Maneuver.
during the summer which turns thicker and grey
when winter arrives. Elk range in forest and
surroundings, feeding on grasses, plants, leaves,
and bark. Male elk have large antlers which they
shed each year.
Elk Nature 9
Grazing, Stomping, Fleeing Wolves, Moving
Unseen
38
Other Denizens of The Mouse Territories
Fish
Fish are aquatic animals abundant in most
bodies of water, including both freshwater and
saltwater.
39
Pheasant
Pheasants are large birds with long, feathered
tails. Although they are capable of flying short
distances, they prefer to walk and run. If startled,
they may suddenly take flight with a loud flapping
of wings and emit kok kok kok alarm calls to alert
their conspecifics. They feed on fruit, seeds,
insects, lizards or small snakes. They nest on the
edges of forests, meadows or fields where they
live. Mice use these birds as mounts or draught
beasts because of their strength and speed.
Pheasant Nature 6
Foraging, Running, Crowing, Flying.
Quail
Quail prefer grasslands and places with
bushes and young trees for feeding and shelter.
Peacock They are relatively inconspicuous birds, as
Male feathers of these rare birds are highly valued they spend most of their lives in hiding. They
by mice not only for their beauty, as they are also gather in small flocks and stay on the ground
used as protection charms for newborns. They live walking in search of food most of the time.
beyond the scent borders and for this reason their Flight is not prolonged, is low and noisy. When
feathers are even more precious. They forage for frightened they disband in short flight and then
berries and insects, and if they see a predator run. They are smaller in size than pheasants,
nearby they will run away making a scandalous but are also used as draught birds and mounts
squawking noise, they can also make short flights due to their endurance and speed, quail obtain
up to the branches of trees. seeds, grain or insects in exchange.
40
Other Denizens of The Mouse Territories
Rabbit Ram
Unlike hares, rabbits do not dig burrows, but Ram are not common in the Mouse Territories,
rest in a kind of nest they make in a hole in the they live in high, rocky areas so they are well
ground, besides, rabbits don't change their fur adapted to climbing steep terrain, where they
during the winter. They flee from predators seek refuge from predators, mark their territory
such as foxes and owls with great zig-zag or fight for hierarchy in the herd. When two
leaps to confuse them, and they reach high competitors fight, they walk away from each
speeds but are not as fast as hares. other and turn to face each other before
jumping and lunging into headbutts. Rams’
Their tails are shaped like cotton and they feed
horns can frequently exhibit damage from
mainly on reeds, shoots, bark and fruit.
repeated clashes.
Rabbits have a good relationship with mice
and allow themselves to be ridden for journeys Ram Nature 8
in exchange for food or manufactured goods. Grazing, Climbing Rocks, Clashing Horns,
Bleating
Rabbit Nature 5
Running, Hiding, Foraging Ram Weapons
Curved Horns—+1D to Attack and Defend.
Rabbit Weapons
Hooves—+1s to Feint or Defend.
Zigzag Running—+1D to and Maneuver.
Seagull
They live near lakes and rivers and nest
colonially on cliffs or islets to protect their nests
from predators. Seagulls search for food in
flight, or swoop down to steal food from other
birds or other animals. Their diet may include
insects, fish, grain, eggs, worms or even mice if
they are an easy or badly injured prey. These
birds are cunning and opportunistic, often
stealing goods from ships or coastal
settlements when mice are distracted.
41
Other Denizens of The Mouse Territories
42
New Skills
With skill and labor and steady trained paw,
things crafted where only timber once stood.
our new skills that your mouse will be able to use during their adventures, are described in
the following pages. These skills are taken from some of the scenes in the Mouse Guard
books and David Petersen's sketches, so I thought it would be important to include them in
the set. On the other hand, they will bring new fun situations to your games and give more colour
and variety to your characters. How to include these skills in your character creation is described
in the New Recruitment section. So let's get on with it.
43
New Skills
Bard Factors
Commonly used in tests against other mice
Will or animals Nature, bards can use this skill
to change the mood of the listener or simply
capture their attention, so this makes them
great helpers in Orator tests or distracting Suggested Help for Bard
maneuvers. Archivist, Brewer, Insectrist, Loremouse, Orator.
If a mouse makes a successful Ob.3 Bard test,
it will reduce the Obstacle to recovery from Suggestions of Bard to help
Angry or Frightened by 1 point. This can only Archivist, Hunter, Militarist, Loremouse, Orator.
be used on the Players’ Turn. An out-of-tune
performance can also make a mouse Angry. Beginner’s Luck
Will
44
New Skills
45
Painter
Some mice have been gifted with a great talent for
creating works of art that express the history and
culture within the Territories. Frescoes, tapestries
or mosaics decorate important buildings' walls.
There are many styles within these visual arts but
they all have in common that they start from a
drawing created by the artist.
Painter Factors
Thief
Size: Small, medium, large Everyone gets a second chance, or even a
Complexity: Basic, standard, challenging, hard third... those mice who abandoned or promised
to abandon long ago the path of pillaging,
Style: Mosaic, tapestry or manuscript, frescoes
smuggling and plundering, try to find the path
of redemption by offering their services and
Suggested Help for Painter
knowledge to the Mouse Guard.
Appropriate wises or Bard.
Thieves know business that is not, strictly
Suggestions of Painter to help speaking, legal. Whether its smuggling,
Archivist, Cartographer, Potter, Weaver. falsification, picking pockets or forcing locks,
thieves can do it. Thieves are also adept at
Beginner’s Luck perceiving the work of other thieves.
Will.
46
New Skills
Thief Factors
Thief can be used to alleviate the Hungry and
thirsty condition. To do this, the mouse must
have access to resources that he can steal or
"borrow". Test Thief in a versus test, against
Will, Nature, or Scout of the victim of the theft,
or by a simple obstacle test in which the GM
will determine the difficulty.
47
Other Traits
Goodmice are careful to always keep silent,
out in the wild where dangerous beast stray.
They can be scary, and terrible, and violent,
so lie very still until they’re well on their way.
he description of these traits, which already appear on some of the character sheets in the
second edition of Mouse Guard or other supplements, will help to give you ideas on how to
use them to your advantage or to hinder you.
48
Other Traits
Brute Cynical
Although these mice have exceptional strength,
They are concerned only about their own
they are not noted for their manners, agility or
interests and usually ignore rules or others in
intelligence. Smarter mice will be able to fool them
order to achieve these interests. These mice
easily, but you don't want to be in front of them if
carry mistrust as their banner, so rarely get
they realise the deception. Occasionally their
disappointed or hold on to false hopes.
strength will make them break and smash things.
Cautious Defiant
Never afraid to say what they have to say, any
Cautious mice think about the consequences of
challenge is gladly accepted by these mice. On
their actions, and plan their steps well before
the other hand, they tend to get angry easily
they take action. Overcaution will cause them
and fall for provocations, which often gets
to miss good chances, and other mice may
them into trouble.
think they are just cowards.
49
Desperate Faded
Desperation can lead some mice to do A faded mouse is usually considered to be dead,
unimaginable things forced by their situation, they do not appear in the records, they may not
both good and bad. Sometimes doing things even be remembered by anyone and disappear
rashly can be disastrous. from the memory of others. If they suddenly
appear, some will think they are ghosts.
Drunk Foolish
Too much alcohol causes some mice to behave
Although they are not valued for their prudence
belligerently and rudely, often getting them into
and wisdom, they are of good use in performing
trouble. Although they act clumsily, alcohol
those tasks that no one would dare to do, such
forces them to speak their minds directly and
as luring a fox trap, or extracting venom from a
also helps them to overcome their fears.
snake to obtain antidotes.
Extravagant Frugal
They are refined mice used to luxury. They can These mice eat and drink in moderation and
distinguish a fine product from a poor one, ration their food. Sometimes they can be miserly
however, they sometimes find it difficult to show or selfish but they always have a spare provision.
restraint when they are required to.
50
Other Traits
Idealistic Lazy
Some prefer to lie in the shade of trees while
Idealistics are romantic dreamers who have
other mice are hard at work. Lazy mice
become too immersed in their fantasies, so
always have an excuse for not working. They
they no longer perceive reality as it is. Although
are often unpopular with other mice, but they
they are taken for fools by some, they will
are healthy and stress-free.
pursue and defend their ideals till the end.
Impetuous Loner
Solitary mice prefer to enjoy the silence of
Impetuous mice act impulsively, quickly and
their solitude and they are used to manage on
without stopping to think. They follow their
their own. They often see the company of
instincts and tend to act rashly and recklessly.
other mice as a nuisance, but this can become
a problem when they need a helping paw.
Loyal
Jovial These mice will never betray what they have
Mice with a jovial spirit are cheerful by nature, sworn allegiance to. They are usually honest
they don’t become depressed in the face of mice, and will even put their lives in danger to
adversity and know how to lift the mood of the protect their loyalty. But their loyalty makes
party, but they cannot contain their joy or them vulnerable to betrayal and deception.
their jokes when the situation calls for a Once betrayed, they are never the same
serious attitude. mouse again.
51
Merciless
Merciless mice know neither compassion nor
mercy. They don't show or feel sorrow for other
mice and they don't hesitate to take the life of
those who stand in their way. They are seen as
mice without honour or executioners to be
avoided.
Musk
While trying to delve into the scientific properties
of the scent border brew, you have suffered some
kind of industrial accident. From now on you will
smell like a weasel. Nothing seems to be able to
cure this condition.
Odd Outcast
In the eyes of other mice they are seen as crazy, These mice may have been expelled, banished
as they attract attention due to their peculiar and or exiled because of something they have done
unusual way of behaving, although they are not in the past. Although they are usually seen as
easily accepted by the community, they are loyal waste or bandits, sometimes they can become
to their own personality. martyrs to inspire rebellions.
52
Other Traits
53
Teacher Weird
Some mice are devoted to teaching. They enjoy Because their behaviour is not what others
giving lessons and correcting the mistakes of expect, they are considered strange, and are
less experienced mice. It's good to get advice often avoided or even ridiculed by other mice.
from someone experienced, but sometimes can But some of the greatest inventors and pioneers
be frustrating to have someone pointing out have been those who are willing to stand out
your mistakes or lecturing you. and risk being perceived as weirdos in the
mouse community.
Water Resistant
There are mice that have adapted to the aquatic
environment literally like ducks to water,
boatmice and fishermice know perfectly well the
currents and the dangers that can arise from the
water, they can hold their breath longer and can
swim and dive like no other. However, they don't
feel comfortable away from water, and their fur
has a strong odour that they cannot get rid of.
54
New recruitment
Take heed of the lessons I've shared,
mice young, old, or any age between.
You're a bit wiser for these moments spared,
to know your world revealed and unseen.
Once new skills, traits and settlements have been introduced, these options are included
in the New Recruitment section. In addition, other recruitment rules to create Non-Mouse
Guard character posted by Luke Crane on the Burning Wheel forums, are also included.
55
All Together Now Tenderpaw
Tenderpaws are fresh recruits.
When creating characters, read each Abilities: Will 2, Health 6
step and its instructions aloud to the Skills: Pathfinder 2, Scout 2, Laborer 2
players. Take the process question by Starting age: 14-17
question. We do it this way for two reasons: It’s
faster, and it creates a full-fledged patrol rather Guardmouse
than a collection of oddballs. Guardmice are the foot soldiers of the Guard.
Abilities: Will 3, Health 5
Concept Skills: Fighter 3, Haggler 2, Scout 2,
Pathfinder 3, Survivalist 2
Before we start, think about what kind of Starting age: 18-25
character you want to play in the world of Mouse
Guard: a grizzled veteran, a young upstart or Chris decides his character will be guardmouse
something in between. What’s his personality rank. He wants to keep it simple. His guard-
like? What’s his specialty? mouse is 22 years old.
Chris wants to make a tough guardmouse. He’s
a fighter, but he doesn’ t like fighting.
Guard Rank
W h a t l eve l of ex p e r i e n c e o r ra n k
would you like to play? There are five
ranks for the Mouse Guard: tenderpaw,
guardmouse, patrol guard, patrol leader and
guard captain. All have their benefits and
drawbacks. Choose a starting template from the
following list. Note your abilities and your base
skills on your character sheet.
56
New Recruitment
Choosing Skills
guide other mice.
Abilities: Will 5, Health 4
Skills: Fighter 3, Hunter 3, Instructor 2, The character sheet lists a number of
Loremouse 2, Persuader 2, Pathfinder 3, skills that are most common to
Scout 2, Survivalist 3, Weather Watcher 2 guardmice. Your character won’t start
Starting age: 21-60 with ratings in all of those skills. Your rank
determines your starting skill package. Note all
Guard Captain of the skills you receive from your rank on your
Guard captains are powerful mice appointed to character sheet.
the highest rank in the Guard due to their long- In the next steps, you’ll choose to focus on a
standing service and exemplary valor. handful of skills. You can learn other skills
Abilities: Will 6, Health 3 during play, or rely on your patrolmates to pick
Skills: Administrator 3, Fighter 3, Healer 2, up your slack.
Hunter 3, Instructor 2, Militarist 3, Orator 2,
If you want to choose a skill that’s not listed on
Pathfinder 3, Scout 3, Survivalist 3, Weather
your sheet, write it in an available space and
Watcher 3
note its rating.
Starting age: 41-60
57
Starting Skill Ratings
When choosing a skill you don’t have,
write it on your characer sheet at rating
2. If you choose a skill for which you already
have a rating, increase that rating by one up to
a maximum of 6.
Barkstone Elmoss
A busy working-class town. A once thriving city known for its medicinal
Skills: Carpenter, Potter, Glazier moss.
Traits: Steady Paw Skills: Carpenter, Harvester
Traits: Alert
Blackrock
Blackrock has the largest archive of mouse Ferndale
history next to Lockhaven. Ferndale fell to the weasels of Darkheather
Skills: Archivist, Cartographer during the Winter War of 1149.
Traits: Wise, Thoughtful Skills: Baker. Miller
Traits: Defender, Scarred
58
New Recruitment
Flintrust Ivydale
Flintrust has a tradition of sending her sons Renowned for its bakers and bread.
and daughters to join the Guard. This is Saxon’s Skills: Harvester, Baker
hometown. Traits: Hard Worker
Skills: Smith, Laborer
Traits: Bold, Determined Lockhaven
The home of the Mouse Guard.
Port Sumac
A busy little port town between Darkwater
and Rustleaf.
Sandmason
Sandmason is home to a sizable glassworks.
It exports glass jars to all of the surrounding
cities.
Skills: Weather Watcher, Glazier
Grasslake
Traits: Nocturnal, Quiet
The town of Grasslake is a network of
dwellings built into the twisted, exposed roots
Shaleburrow
of trees along the bank of Grass Lake.
A simple town known for its delicious drinks!
Skills: Insectrist, Militarist
Skills: Stonemason, Harvester, Miller
Traits: Nimble, Defender
Traits: Open-Minded
59
Shorestone Willowroot
Shorestone boasts a large sandstone quarry Is the southern-most mouse settlement in the
and a tradition of hardy stonemasons. Mouse Territories, and Kenzie’s hometown.
60
New Recruitment
Sarah decides that her mouse's hometown will Chris chooses Manipulator. He doesn’ t have
be Darkwater, so the GM lets her choose between that skill yet, so he writes a rating 2 next to it
Boatcrafter and Haggler for her skills and on the character sheet.
Cunning and Water Resistant for her traits.
What was your parents’ trade?
Life Experience Choose one skill from the following list.
Also, note this skill next to your Parents
You will be given a number of choices on the character sheet.
about your character’s skills in each of
the following sections. Apiarist Carpenter Painter
Archivist Cartographer Potter
Pick an area in which you’re Armorer Fishermouse Smith
naturally talented. Bard Glazier Stonemason
Tenderpaws and guard captains choose Baker Harvester Thief
two. Guardmice, patrol guard and patrol Boatcrafter Insectrist Weaver
leaders choose one. Brewer Miller
61
With whom did you apprentice What did your mentor stress
for the Guard? What was that in training?
mouse’s trade? After his apprenticeship, the recruit is assigned a
A young mouse seeking to join the Guard mentor. This guardmouse slowly introduces the
applies in either the spring or fall. They meet tenderpaw to patrolling and other Guard duties.
with a guardmouse in charge of new recruits The tenderpaw’s job is to do the labor and grunt
and are welcomed into Lockhaven. These raw work so the mentor’s paws and mind are free for
recruits are then distributed among the various facing the dangers they encounter. After a few
tradesmice in Lockhaven to act as assistants, seasons of tutelage, the mentor will recommend
laborers and apprentices. For their first two the mouse recruit to Gwendolyn for promotion
seasons of service, they are apprenticed to these to full guardmouse status.
senior artisans. In this capacity, they help see to It is the mentor’s role to train the recruit as he
the material needs of the Guard. sees fit. Some mentors may have more rigorous
Choose one skill from the list below. Note training methods or requirements than others.
the choice next to the Senior Artisan Some may focus on different aspects of Guard
space on your character sheet. life—some may emphasize Weather Watching
as one of the most important ways to stay free of
Apiarist Cartographer Laborer danger, while others may focus on Fighting and
Archivist Cook Miller others stress Scouting and Pathfinding.
Armorer Glazier Potter
Baker Harvester Smith Each guardmouse is trained by a mentor.
Brewer Healer Stonemason Patrol leaders choose two. All other ranks
Carpenter Insectrist Weaver choose one:
62
New Recruitment
What’s Your Specialty? choices will limit some of your skill and trait
Each player, except for tenderpaws, choices later. Note any restricted items on your
choose a skill from the list below. Each character sheet list for now.
player must choose a unique specialty—no two Do you save for winter even if it means going
players can have the same skill as their specialty. without something now? Or do you use what
Fighter Instructor Survivalist you have when you need it?
Healer Pathfinder Weather If you save for winter, increase your Nature
Hunter Scout Watcher
by 1. If you do not, you may take the Bold,
Underline your choice on your character sheet. Generous or Impetuous trait at level 1.
Chris chooses Survivalist for his specialty. When confronted, do you stand your ground
He increases the skill rating from 3 to 4. and fight or do you run and hide?
63
Wises B
Being Wise Badger-wise, Bargain-wise, Barkstone-wise,
There is a special set of abilities known as wises. Battle-wise, Beetle-wise, Bird-wise,
They represent pure knowledge and experience. Blizzard-wise, Bramble-wise, Brush fire-wise,
Burrow-wise
What are you particularly Wises C
knowledgeable about? Cache-wise, Celebrations-wise, Chemistry-
You start with a number of wises in wise, Clear and warm weather-wise, Coast-
proportion to your rank. Wises are not wise, Coin-wise, Cold rain-wise, Cold
rated and are listed in a special section snap-wise, Complaining-wise, Copperwood-
of the character sheet. wise, Coyote-wise, Craft-wise, Crime-wise,
Cult-wise
Rank Wises
Tenderpaw* 1 Wises D
Guardmouse 1 Dark Mysteries-wise, Darkheather-wise,
Patrol Guard 2 Deer-wise, Diplomacy-wise, Drought-wise
Patrol Leader 3 Wises E
Guard Captain† 4 Elmoss-wise, Engineering-wise, Epidemic-
*Tenderpaws choose one of the following: Code wise, Escort-wise
of the Guard-wise or Legends of the Guard- Wises F
wise. They do not choose from the general list. Famine-wise, Fish-wise, Flash flood-wise,
†Guard Forest fire- wise, Forest-wise, Fox-wise,
Captains must take Lockhaven-wise or
Matriarch-wise as one of their wises. Freezing-wise, Frog-wise
64
New Recruitment
65
Specific Mouse Wise
You may take specific wises for types or groups
of mice—Mouse Guard-wise, Governor-wise,
Wild Mouse-wise, etc. If you do not see the
group of mice listed in the wises, you may
develop your own wise to represent the group.
For example, Armorer-wise, Apiarist-wise,
Bandit-wise and so on.
Guard Resources
Resources represent the Guard’s pay, but also
how resourceful and clever the mouse is with his
possessions and material goods.
Mouse Traits
Your character’s base Resources rating is
Traits describe the personality quirks and
determined by his rank: tenderpaw 1,
special qualities that guardmice possess.
guardmouse 2, patrol guard 3, patrol leader 4,
guard captain 5. Trait selection is similar to skill
selection. You can choose a variety of
66
New Recruitment
Choose a quality you were born with He doesn’ t know a lot of mice, and has made
All players get one check from this list. some enemies. Now he wants to pick a trait to
They can reinforce their hometown trait give him an unexpected softer edge. He chooses
if it’s available, or pick something new. Compassionate. He writes that on his character
Bigpaw Fearful Pretty
sheet and marks the first level of the trait.
Bitter Fearless Protective
Choose something you learned or
Bodyguard Fiery Quick-Witted
inherited from your parents
Bold Foolish Quiet
This is for tenderpaws only. Take one
Brave Generous Scarred
check on this list.
Brute Graceful Sharp-Eyed
Calm Guard’s Honor Sharptooth Bigpaw Fiery Protective
Cautious Idealistic Short Brave Foolish Quick-Witted
Charming Impetuous Skinny Brute Frugal Quiet
Clever Innocent Skittish Calm Generous Scarred
Clumsy Jaded Stealthy Cautious Graceful Scurrilous
Compassionate Jovial Stoic Charming Idealistic Sharptooth
Cunning Lazy Stubborn Clever Impetuous Short
Curious Leader Suspicious Clumsy Irritable Skeptical
Deep Ear Lost Tall Compassionate Jovial Skinny
Defender Loyal Teacher Curious Lazy Skittish
Defiant Natural Thoughtful Cynical Loyal Stealthy
Determined Bearings Tough Deep Ear Longtail Stubborn
Driven Nimble Weather Sense Defender Lost Suspicious
Early Riser Nocturnal Wise Defiant Merciless Tall
Extrovert Oldfur Wolf’s Snout Determined Natural Teacher
Fat Opportunistic Young Early Riser Bearings Tough
Extravagant Nimble Vengeful
At this point, Chris has a good feel for his Extrovert Oppotunistic Wolf‘s
character. He built his skills to be tough and Fearful Penny Wise Snout
capable. He’s not rich, but neither is he poor. Fearless Pretty
67
Life on the Road
Patrol leaders and guard captains may
Name
also choose a trait that represents a Choose a name for your character.
lesson learned during their tenure in the Guard. Common Mouse Names
Patrol Guard, guardmice and tenderpaws do not
make this selection. Male Female
Abram Autumn
Bitter Fearlful Quiet Aengus Aynslle
Bodyguard Fearless Scarred Algomin Baeylie
Brave Frugal Scurrilous Beagan Brynn
Calm Irritable Sharp-Eyed Brand Caley
Cautious Jaded Skeptical Cale Clove
Clever Leader Skinny Caley Daewn
Compassionate Merciless Skittish
Connor Dalia
Cunning Musk Stealthy
Curt Daye
Curious Natural Stoic
Faolan Gale
Cynical Bearings Thoughtful
Finn Ingrid
Defender Nocturnal Tough
Folker Ivy
Desperate Oldfur Vengeful
Gamlion Josephine
Driven Opportunistic Water
Resistant Garnier Julyia
Drunk Penny Wise
Garrow Kearra
Early Riser Opportunistic Weather Sense
Grahame Laurel
Extravagant Protective Wise
Gurney Lilly
Hannidy Loonis
The lonely path
Henson Loralai
Guardmice and patrol guards may choose
Loner as an additional trait if they don’t have Jasper Maren
Mentor
Thom Sloan
Thurstan Sylvia
Trevor Taryn Who was your Guard mentor? In the
Vidar Tinble case of tenderpaw characters, this
Walmond Veira must be a current player character,
preferably a patrol leader. If not, then the
Chris decides to name his character Baron. It’s mentor must be an older mouse. For other,
not on the list, but he likes the sound of it. And more experienced characters, the mentor must
the name is similar in spirit to Saxon. be either an NPC or a player character with the
Fur Color
Oldfur trait.
Baron’s mentor is a patrol leader named Gavin.
Choose a fur color for your mouse. Brown is He frequents the forests near Baron’s home,
most common, followed by blonde and gray. Elmoss.
Black and white are uncommon and red is rare.
Chris decides that Baron’s fur is light brown. Friend
Parents
Decide if your mouse has a good
friend who can be relied upon. If so,
You decided where you were born, choose a name, pick a profession or
what you learned and inherited from specialty and place him or in or near one of the
your parents. Now it’s time to name towns or cities on the map.
them. Choose appropriate names and write them Chris decides that Baron’s friend is a mouse
on your character sheet. named Tuk. They grew up together in Elmoss.
Chris names his folks Ma and Pa Twistwood. Baron went on to join the Guard, while Tuk fell
69
on hard times and became a bandit. Even so, For Baron, Chris chooses a gold cloak. He tells
Baron never faulted his friend and still tries to the group that his mentor chose it to reflect
remain close to him. Baron’s compassionate core.
70
New Recruitment
Goal Gear
Write a Goal for your character based What weapon does your mouse carry?
on the mission you’ve been assigned. Common choices include: shield,
A Goal is an objective you could knife, sword, staff, spear, hook and
feasibly accomplish in the near future via the line, halberd, sling, and bow.
actions of your character. Does he have any other tools or devices for his
For the Deliver the Mail mission, Chris writes job? Note your choice down on your character
Baron’s goal: “I will ensure that none of my sheet. Always keep in mind the Overloaded
patrolmates come to harm on this mission.” Mouse Rule in the New Weapons & Gear Rules
chapter.
Writing Goals is discussed in the Mouse Guard
chapter in the Mouse Guard RPG rulebook. Trying to keep it simple, Chris chooses a halberd
for Baron’s weapon and a carving knife as
Instinct an additional piece of equipment. If he needs
anything else, he’ ll make it on the fly using his
How does your character react? Survivalist skill.
What has your guardmouse been
trained to do? Write an Instinct for
your character.
Starting Rewards
All characters begin the game with one fate point
In order to play off of some of the history that and one persona point. Write them in on your
he built for his character, Chris writes the character sheet now.
following Instinct: “Anticipate what the patrol
leader needs.” Chris notes these on his character sheet in the
appropriate spot.
Chris tells the group, “This is for two reasons.
First, Baron really likes Dain, our patrol
leader. Second, Baron remembers the bad blood
between himself and his last patrol leader. He
wants to try to head that off this time around.”
Writing Instincts is discussed in the Mouse Guard
chapter in the Mouse Guard RPG rulebook.
71
This section is part of an extension posted by something in between. What’s their personality
Luke Crane on the Burning Wheels forum for the like? What’s their specialty?
creation of Non-Mouse Guard characters.
Age
Bound by the Guard Choose an age for your character. There are
The characters created using these three categories: Oldfur, midfur and youngfur.
rules will be simpler and more
Oldfur
straightforward than a guardmouse
Oldfurs must take their eponymous trait (Oldfur)
created using the standard rules. We have
at level 1. They are granted +1 Circles, +1
shaped these characters in this way because we
Resources. Their Health maximum rating is 5
believe they should be played as support
rather than 6 and their Nature maximum rating
characters surrounding the Mouse Guard.
is 6 rather than 7. In addition, remove one Nature
Therefore, each group of player characters Descriptor of your choice from their list.
must include at least one guardmouse. The
remaining characters can be support characters Youngfur
created using these rules or patrolmates of the Youngfurs suffer a -1 penalty to Circles and
guardmouse as per the standard rules. Resources. They are granted some special
options during trait selection.
Using these rules, you will be able to play out
stories like a captive bandit being returned to
Midfur
Lockhaven by the Guard, a group of resourceful
Midfurs are adult mice with no special bonuses
citizens helping a lone guardmouse overcome
or penalties.
large obstacle, or even a group of ne’er-do-wells
seeking to create mischief in the Territories, Raw Abilities
perhaps with the help of a less scrupulous To determine your raw abilities, divide 8 points
Mouse Guard. between Will and Heath, minimum two rating.
72
New Recruitment
Bandit Cultist
Resources: 1
Resources: 1
Skills: Scout 3, Fighter 3, Manipulator 2
Skills: Manipulator 3, Weather Watche 3,
Wises: Ambush-wise or Intimidation-wise
Loremouse 2
Traits: Driven, Vengeful
Wises: Dark Mysteries-wise or Cult-wise
Gear: Weapon or light armor
Traits: Weird or Charming
Bard Gear: Horn crown and spidersilk cloak
Resources: 2
Diplomat
Skills: Bard 3, Orator 3, Persuader 2
Resources: 3
Wises: Instrument-wise or Legends of the
Skills: Persuader 3, Manipulator 3,
Guard- wise
Administrator 2
Traits: Extrovert or Clever
Wises: Diplomacy-wise or Intrigue-wise
Gear: A lute, harp, flute or other musical
Traits: Cunning or Charming
instrument and a pouch of coins
Gear: Fancy robe and important documents
in a leather case.
73
Fishermouse Mountebank
Resources: 1 Resources: 1
Skills: Fishermouse 3, Boatcrafter 3, Skills: Manipulator 3, Persuader 3, Thief 2
Insectrist 2 Wises: Medicine-wise or Scam-wise
Wises: Fish-wise or Lake-wise Traits: Charming or Scurrilous
Traits: Stoic or Water Resistant Gear: Valise case containing dubious
Gear: Fishing net, hook and line or spear and medicines
bait
Painter
Forager Resources: 2
Resources: 1 Skills: Painter 4, Potter 2, Haggler 2
Skills: Harvester 3, Survivalist 3, Laborer 2 Wises: Art-wise or Handicrafts-wise
Wises: Underbrush-wise or Cache-wise Traits: Steady Paws or Clever
Traits: Quiet or Frugal Gear: Brushes, oil paints, charcoal, tracing
Gear: Acorn hat, grass basket and leaf cloak paper and eraser
Hermit Peddler
Resources: 1 Resources: 2
Skills: Survivalist 3, Harvester 3, Cook 2 Skills: Haggler 4, Orator 3
Wises: Strange Happenings-wise or Birds-wise Wises: Trinket-wise or Bargain-wise
Traits: Deep Ear or Skittish Traits: Charming or Clever
Gear: Straw hat and a walking stick Gear: Knife, wetstone, hat and bag of
trinkets
Hunter
Resources: 1 Retired Guardmouse
Skills: Hunter 3, Loremouse 3, Scout 2 Resources: 1
Wises: Trail-wise or Predator-wise Skills: Scout 3, Pathfinder 3, Fighter 2
Traits: Natural Bearings or Clever Wises: Trouble-wise or Mouse Guard-wise
Gear: Rope, leaf cloak and a bow Traits: Scarred or Cynical
Gear: A rusted weapon and a worn out belt
74
New Recruitment
Scientist Trademouse
Resources: 3 Resources: 3
Skills: Scientist 3, Weather Watcher 3, Healer 2 Skills: Haggler 3, Administrator 3, Persuader 2
Wises: Chemistry-wise or Engineering-wise Wises: Coin-wise or Trade Route-wise
Traits: Curious or Clumsy Traits: Early Riser or Penny Wise
Gear: Journal, ink, quill and a scientific Gear: Coin purse, spectacles and a ledger
instrument
Wanderer
Soldier Resources: 1
Resources: 1 Skills: Pathfinder 3, Weather Watcher 3,
Skills: Fighter 3, Scout 3, Armorer 2 Harvester 2
Wises: Battle-wise or Goofing Off-wise Wises: Path-wise or Stars-wise
Traits: Drunk or Stubborn Traits: Natural Bearings or Skinny
Gear: Weapon or light armor Gear: Satchel, walking stick and artifact
from a faraway place
Schoolmouse
Resources: 2 Woodsmouse
Skills: Instructor 3, Orator 3, Adminstrator 2 Resources: 1
Wises: Complaining-wise or Student-wise Skills: Loremouse 3, Weather Watcher 3, Hunter 2
Traits: Wise or Irritable Wises: Weather-wise or Forest-wise
Gear: History book and a classic romance Traits: Lost or Weird
book Gear: Weasel-fur cloak and an acorn canteen
Thief
Resources: 2
Skills: Thief 3, Scout 3, Manipulator 2
Wises: Lock-wise or Crime-wise
Traits: Steady Paws or Cunning
Gear: Dark hood, knife and some picklocks.
75
Choosing Skills Life Experience
Choosing skills for these characters You will be given a number of choices
will be done in exactly the same about your character’s skills in each of
way as for creating a member of the following sections.
the Mouse Guard. The only difference is that
Pick an area in which you’re
here you will not receive bonuses on the skills
naturally talented.
trained by the Senior Artisan or the Mentor. So
Choose from the skills listed in the step
we will skip those two steps. Then choose
with the same name in the Mouse Guard
from the options given in the Mouse Guard re-
Recruitment section. Oldfurs choose three,
cruitment section, depending on whether you
midfurs choose two and youngfurs choose one.
are youngfur, midfur or oldfur.
76
New Recruitment
77
If you have a friend, add +1 Circles. Did you have a mentor or did you make
Some friends will help on the road or your own way in this rough life?
in the wild; others will help in towns.
If you have a mentor, add +1 Circles.
See the Starting Friend rules.
Your mentor is the same profession
If you are a loner, tough and cool, with the same speciality. Note your
your Circles starts at 1, and you have mentor’s name on your character
an enemy. Write down the name of sheet.
your nemesis or mortal enemy on
your character sheet and see the If you made your own way in life,
Starting Enemy rules. add +1 to your Resources,
you know how to fend for yourself.
Skip the rest of the Circles and
Relationships questions and take the Have you made an enemy in your life
Loner trait at level 1 or increase it by or have your dubious deeds managed
one if you already have it. Also, go get to escape notice?
snacks for the rest of the group while
they finish answering the Circles If you have made an enemy, add +1
questions. Circles. Note your enemy’s name and
see the Starting Enemy rules.
Do you have parents you can stomach The benefit for not having an enemy is
talking to or are you an orphan? not having an enemy.
If you have parents, add +1 Circles.
Note your family name or parents’ Starting Friend Rules
names on your character sheet. Decide if your friend is townsfolk or a
Choose a trade for your parents from guardmouse. Write your friend’s name
your hometown’s skill list. on your character sheet.
78
New Recruitment
79
Life in the Territories
Oldfurs may take one additional trait from this list.
The list of traits is the same as the one found in the
recruitment section of the guard, under the name "Life on
the Road", choose any trait from the list excluding Oldfur.
Name
Choose a name for your character from the list
found in the guardmouse recruitment section.
Fur Color
Choose a fur color for your mouse. Brown is
most common, followed by blonde and gray.
Black and white are uncommon and red is rare.
Starting Rewards
All characters begin the game with one fate point
and one persona point. Write them in on your
character sheet now.
80
Sample Missions
From the start of the Guard a lady has reigned,
she commands but more importantly she leads.
To take up their task her Guardmice are trained;
deliver the service each common mouse needs.
oth missions enclosed in this book and presented in the following pages are limited to
a certain number of players. Shadows Within is based on the second chapter of the book
Fall 1152, and is designed for a single player and the GM. The second adventure is called
Thorny Issues, and is an adventure for two players and the GM, and is inspired by the characters
created by David Petersen: Rosard and Stjepan.
81
Shadows Within
Character Template
Sadie
Sadie is a well-regarded patrol guard from Port
Sumac. Gwendolyn trusts her with independent
and difficult missions.
82
New Sample Missions
Shadows Within
Boatcrafter Ob. 2 test, she can also build
oars with a Survivalist Ob. 4 test, the oars
Shadows Within is an adventure designed for can be used as a gear (giving her +1 D) in
a single player and the GM, based on the the next test to find the route to Calogero,
events of the second chapter of Fall 1152. by a Pathfinder Ob. 4 test. Sadie can use
Sadie receives a letter from Gwendolyn with a her knives as gear to make the oars.
mission to travel further north to Calogero,
If Sadie fails the Boatcrafter test, give her
where Conrad is. She wants to know why
the condition Angry, she cannot find a
Conrad's messages have stopped.
decent leaf for the boat and this will slow
Sadie already has the goal of this Mission her down, if she fails her Survivalist test
written on her character sheet. she will also gain the condition Hungry-
Thirsty. Finally a failure in the Pathfinder
GM’s Turn test will give her the condition Tired.
Sadie must get to Calogero as soon as
possible. The mission will consist in a Calogero
complex Wilderness Obstacle to find Once in Calogero, Sadie will spot Conrrad's
Calogero, once the post is spotted and after mail-hole inside a root, there are many
receiving all the information from Conrad, the unopened letters. When she arrives at the
Animal Obstacle will come into play, Five outpost, everything seems empty, but soon
crabs will attack Calogero's outpost trying to Conrad will jump out of the shadows and
destroy it, the mice will be able to run away putting a hook around her neck. Once they
with a Nature test, otherwise they will have to recognise each other Conrad will explain
fight their way through a fighting conflict. that he has been hiding from two mice that
were meeting in Calogero to plot against
Sample Mission Obstacles Lockhaven, and they have a map of the city.
Wilderness Obstacle Read Conrad's heading for more information.
To reach Calogero undetected and by the
fastest route, Sadie will have to overcome a Animals Obstacle
complex test. To achieve this she must After talking to Conrad. a group of crabs will
cross the waters off the coast, which attack Calogero's outpost, some of them
requires her to build a leaf boat through a have started to tear off parts of the building
83
with their pincers. Sadie and Conrad will have to lose an item of value, such as a weapon. If they
try to escape by passing a Nature versus Nature win but see their disposition drop by half, give
test against the crabs. The crabs will help each them the Injured condition, but if they only have
other to block the mice's path, make a roll just to one or two points remaining in their disposition,
determine their score. Nature 6 (+4D help), they give to Conrad the Sick condition in addition, due
will roll a total of 10 D. Sadie will make the test to to the severity of their wounds, he will need a
escape from the crabs, she gets+1D help from healer.
Conrad. If fails, introduce the surrounded twist,
they must fight their way to escape. Sample Mission NPCs
Conrad
Sample Mission Twists Conrad reeks of booze when Sadie arrives at
If Sadie and Conrad fail the Nature test to escape the Calogero, and seems a bit affected, he will soon
crabs, enter the twist Surrounded. realise that its Sadie so he will put down his
hook. Then he will explain that he hid on the
Surrounded roof to spy on the two suspicious mice, from
The mice are surrounded, they will have to fight where he saw them conspiring. Conrad will
their way through the crabs, a Fight Conflict must give his own life if necessary in order to help
start. The crabs' goal is to cut up the mice and eat Sadie get her report to Lockhaven.
them, while Conrad and Sadie's goal is to fight
Conrad will never roll as a player character run
their way out and get to Lockhaven.
by the GM. The player in Sadies’ role will be
If the crabs win the conflict and their disposition responsible for making the rolls, Conrad will
remains the same as at the beginning or they only be able to offer help dice if his skills or any
have only lost a couple of points from it, both of his wises let him do it. In the conflict Sadie
Sadie and Conrad will tragically end their service will make the disposition roll and will be the
in the guard. If their disposition is reduced by half one to perform the Attack, Defense, Feint and
or more, then Conrad will give his life to save Maneuver actions, Conrad will only help.
Sadie, who will be able to escape because of this.
When directing Conrad as GM make him sound
If the guardmice win the conflict without like a tough sea-mouse, and always offer your
dropping their disposition by more than half, help to Sadie for rolls, describe to the player the
simply give them a light condition or make them skills and the wises that Conrad can help with.
84
New Sample Missions
Conrad Crabs
Raw Abilities Rating Special Abilities Rating Living among the boulders and crags on the
Nature (Mouse) 4 Resources 3 hardscrabble shoreline, crabs are determined
Will 5 Circles 4 scavengers. Though rarely encountered by
Health 3 mice, any meetings are fraught with danger.
Skills: Cook 2, Fighter 4, Hunter 3, Scout 3, Crabs are greedy and will fight with mice
Fishermouse 3, Pathfinder 3, Survivalist 4, for scavenged bits.
Weather Watcher 3, Boatcrafter 4, Manipulator 4
Wises: Shore-wise, Tide-wise Crab Nature 6
Traits: Scarred (2), Tough (1), Drunk (1) Scavenging, Camouflaging, Pincering
Gear: A bottle of rum, hook and line Crab Weapons
Armored Shell—+1D to Defend.
Graspy Claws—+1s to successful Attack.
Decapod—+1D to Maneuver.
Players’ Turn
The players turn can be used for recovering
from conditions suffered during the GM's
turn, the player may also decide to use one
check to make the way to Lockhaven to
inform Rand as soon as possible. They must
lock all the gates as the conspirators may be
planning an attack. Going to Lockhaven could
be a Pathfinder test, while making sure Rand
is standing guard at the time Sadie arrives
would be a Circles test. If Conrad gets sick,
Sadie may have to spend a check as well to
heal him.
85
Thorny Issues
Character Templates
Rosard
Rosard is a tough veteran guardmouse distinguished
by his determination and tenacity, he wears a large
furry cloak and wields a large warhammer.
86
New Sample Missions
Stjepan
Stjepan is an elegant guardmouse from Thistledown,
nimble in movements and skilled in the use of the
sword.
87
Thorny Issues Sample Mission Obstacles
Weather Obstacle
In the midst of the weasel war, north of The two guardmice are surrounded by fog
Woodruff's Grove, Rosard has lost his and thorns, which are making very hard to
tenderpaw during a scouting mission. Now, find any trace of the tenderpaw. To do this
both Rosard and Stjepan must find Dustin they must pass a Scout test against the
before the weasels get him. Scout skill of one of the weasels. Don't
mention to the players that they are rolling
GM’s Turn
against the weasels, just roll the dice to
Players may change their character's mission
mark their obstacle, you must roll the Scout
goal if they wish, but remember that one of
skill of one of the weasels, and then add
them must have "rescue the tenderpaw
+1D from the other weasel's help, to the
Dustin" as a goal.
final result add +2 Ob. due to the fog, it
The GM's begins by describing Rosard and looks like it will be a herculean task to find
Stjepan looking for Dustin’s trace among a any tracks.
large thorn bush. Its cold, and the fog begins
If they pass the test they will have had good
to roll in to make harder to find any tracks.
luck, move straight on to the Weasel
After the introduction the GM will introduce Obstacle, if they fail you have two options:
the weather obstacle, they must try to find a give them conditions such as Hungry-
trail, if they succeed they can move on to the thirsty or tired, or introduce the animal
weasel obstacle. if they fail the test, the GM twist, we recommend to introduce the twist.
will introduce the animal twist.
Weasels Obstacle
After the animal twist, if both mice are still The patrol manages to spot weasel tracks
alive, the GM will place then the weasel leading to a whistle pig burrow. All
obstacle. Once this obstacle has been resolved indications are that weasels are the new
successfully or not, the GM will announce the tenants of this burrow, The GM's can
Players' Turn. inform the guards that from the tracks they
can only identify two weasels, there is a
dim light coming from inside the burrow
88
New Sample Missions
and the weasels can be heard talking inside, to sneak into the shadows to untie Dustin.
but they will have to go deeper into the This will involve a Scout or Thief test
burrow to try and find out what they are against the Weasels' Will. For the weasels'
saying. The size of the burrow is like a big test roll the Will test of one of the two and
cave for the mice. add +1D for the other weasel to help.
Thief or Scout tests will have +1D due
If the patrol decides to go deeper to try and
moving in dim light.
find out more, they will see that the main
gallery opens up as they go along until they If the weasels discover the mice they will
reach a large gallery that leads down to a attack them and start a fighting conflict, the
chamber where the weasels appear to be, mice may also decide to run away and start
two scouts are standing around a fire on a chasing conflict. The weasels' goal will be
which rests a large cauldron, on one side is capture the guardimice. Any compromise
a gagged Dustin. Both mice can more or resulting from the chase or fight conflict
less make out what the weasels are could result in being captured and
planning, they are discussing whether to delivered to the Captain in charge, other
eat the weasel or hand him over to their compromises could result in conditions
captain for interrogation tomorrow. such as Hungry-Thirsty, Tired or Injured.
Dustin will be Hungry-Thirsty and
As the patrol decides what to do, it seems
Frightened if they manage to rescue him.
that the weasels begin to argue intensely
about what to do, the mice may then attempt Players may think of different strategies to
89
rescue Dustin, but remember that if either presence of the guards. Either guardmice
mouse is frightened they can only use their can do a Hunter test to get information
abilities and they have -1D to Will. The from the animal. The animal will then go
frightened player may participate in a on the attack, the players must decide
fighting conflict, but may only use his which type of conflict they will play, a
Nature to Defend and Maneuver. chase or an animal fight. The shrike's goal
will be to impale one mouse.
Sample Mission Twists
The resulting compromises could result in
Use this turn if players cannot find Dustin's
ending up impaled or conditions such as
trail through the thorns and fog.
Injured, Tired, Hungry-Thirsty. If the
Animal Twist guardmice manage to survive, move on to
The fog gets thicker and thicker but soon the weasel obstacle.
they reach a high point where they can see
a little more clearly, the landscape is Sample Mission NPCs
desolate and terrifying, there are corpses of Dustin the tenderpaw
mice and even small snakes impaled on the Raw Abilities Rating Special Abilities Rating
90
New Sample Missions
When they detect movement, they swoop Basel and Tarik are two spies sent by the
down and capture their prey in their claws. Weasels to gather information about
They then fly their victim to a nearby thorn Woodruff's Grove's defences.
bush, or a sharp branch, and impale him.
Once impaled, the shrike can use its hooked Players’ Turn
beak to kill and eat its prey or leave him to Players' turns may be used to recover from
die slowly and be eaten later. any conditions acquired in the GM's turn.
Shrike hunt mice, snakes, frogs, lizards and On the other hand, players may use checks to
insects. They can be found year-round in attend pending issues, if they have been
the Territories but are less common in the captured they may spend a check to make a
summer, as they often migrate north. Thief or Nature test to escape, they may also
pay the check to start an evasion conflict.
Shrike Nature 6
Hunting, Impaling, Flying If they have managed to escape the weasels
or get rid of them, they could spend checks to
Shrike Weapons find their way back to Woodruff's Grove to
Wings—+1D to Maneuver. warn of the presence of weasel spies and a
Grasping Talons—+1D to Feint. possible attack. The GM can let them escape
Hooked Beak—+1s to successful Attack. by offering them conditions.
91
reference
Mouse Guard: Fall 1152, David Petersen, Archaia Studios Press.
Mouse Guard: Winter 1152, David Petersen, Archaia Studios Press.
Mouse Guard: The Black Axe, David Petersen, Archaia Studios Press.
Mouse Guard: Legends of the Guard, David Petersen, Archaia Studios Press.
Mouse Guard: Sketchbooks, David Petersen.
Mouse Guard: Alphabet Book, David Petersen & Serena Malyon, Archaia Studios Press.
Mouse Guard: Baldwin the Brave and Other tales, David Petersen, Archaia Studios Press.
Mouse Guard: The Art of Mouse Guard, David Petersen, Archaia Studios Press.
Mouse Guard: The Owlhen Caregiver, David Petersen, Archaia Studios Press.
Torchbearer, Thor Olavsrud and Luke Crane, Burning Wheel HQ.
Torchbearer 2nd Edition, Thor Olavsrud and Luke Crane, Burning Wheel, New York.
The Burning Wheel Fantasy Roleplaying System, Luke Crane, Burning Wheel HQ.
Identifying Trees of Michigan, Michigan State University Extension.
A Field Guide to the Natural Communities of Michigan. Joshua G. Cohen, Michael A. Kost, Bradford
S. Slaughter, Dennis A. Albert. Michigan State University Press.
Michigan State University, MSU Extension. https://msu.edu/
Plus ample use of wikipedia.org.
92
-1
disposition in any
Will-based conflict
and Fighting conflict
Recovery Order: 2
action rolls
Type of conflict:
Attack:
Defend:
Feint:
Maneuver:
Conflict captain:
Goal:
Conflict captain:
Goal:
action rolls
Type of conflict:
Attack:
Defend:
Feint:
Maneuver:
Conflict captain:
Goal:
Conflict captain:
Goal: