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Created by Creative Commons licence (CC) - No sale of this product is authorised*

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

www.mouseguard.net Creative Commons License:


www.torchbearerrpg.com
www.burningwheel.com

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 conflict Theft Thief 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

This type of conflict will have two sides that will


use different die rolls for their disposition and
actions, one side will be the team that infiltrates, Attack
thieves or escapes unnoticed, and the other side The Attack action lets you take a shot at your
will be the sentries trying to protect something, goal. If you are infiltrating somewhere the
be it a place or an object. skill used to attack will be Scout. If your action

6
New Conflicts

is thieving undetected, or involves picking Feint


locks, use Thief. If you intend to escape, A Feint represents a sneak attack. It’s
you can use your Nature or Thief. If you dangerous to try, but if it works, it’s very
are guarding or protecting a place, an effective. A Feint to infiltrate, thieve or
object, or prisoners, use Scout for a group escape involves a risky distraction or
of sentries, or if you are at the disposal of taking advantage of a change of guard. You
an entire detachment use Militarist. can use Scout or Thief to infiltrate, Thief to
steal, and Nature or Thief to escape. A
Defend Feint for the sentry team would be leaving
The Defend action protects and a guard post to investigate using Scout, or
strengthens your position. If you are moving troops from one location to
infiltrating, thieving or escaping you can another to reinforce that location using
use either your Nature or Thief to hide Militarist.
and remain undetected. On the other
hand, if you are defending your positions, Maneuver
doing your watch round or alerting to The Maneuver action is used to, well,
possible intruders, your Defence roll will maneuver, gaining an advantage over your
be made using Scout, or in the case of a opponent. If you are infiltrating, thieving or
large detachment use Militarist. escaping, a Maneuver would be disabling
traps, picking locks, climbing, or using
Conflitc Attack Defend Feint Maneuver resources or terrain to gain an advantage.
Type/Action Both Thief and Nature can be used for this.
Nature or Scout or Nature or
Infiltrating Scout The sentry team's Maneuvers could be
Thief Thief Thief
Nature or Nature or actions such as securing locks and
Theft Thief Thief
Thief Thief secondary doors, activating traps or
Escape
Nature or Nature or Nature or Nature or calling for reinforcements. This can be
Thief Thief Thief Thief
done using Scout, or Militarist if you are
Guard Scout Scout Scout Scout leading a mice detachment.

Guard Militarist Militarist Militarist Militarist


(detachment)

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.

Maps of the location Double the guard


+1D to the disposition roll. Maps can help +1s to disposition. If the side that guards the
you find a secret entrance, locate blind spots, area has been warned, has raised the alarm,
escape routes or your target position. or has decided to double its guard due to
previous incidents it will receive this bonus.
Locals or Smart Mice
+1D to one action of your choice. You may Impregnable
choose to apply the bonus at any point during +1D to Defend. Security here is extreme, a
the conflict. Once chosen, the bonus die sticks whole network of turrets, moats, portcullis,
to that action for the rest of the conflict. cells, locks, it looks like an impregnable
stronghold.
Local mice who are familiar with the location
earn this bonus. Also, mice who have a In broad daylight
relevant wise may also get this bonus. +1D to Attack. If intruders try to escape, break
in or burgle in broad daylight or in a well-lit
Right Tools for the Job
area, they will be much easier to detect.
+1D to Maneuver. Gear such as a rope, a
ladder, a climbing kit, camouflage, lock picks, Traps and devices
mirrors or a file can be very useful. +1D to Maneuver. There are traps everywhere
in this place, waiting for an intruder or fugitive
Crony or undercover
to step into.
+1D to Feint once in conflict. An ally inside
can be very useful, this mouse will distract the
sentries to give you some time if you need it.

Darkness or dim light


+1D to Defend. Darkness can be very useful,
you can hide in the shadows if you need to,
but may be a factor to test other skills.

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.

Missile: Against all weapons except slings and


bows, Attack against Attack is a versus test
rather than independent.
Piercing: +1s to a successful Attack.
Slow Charging: -1D to Defense, Feint and Ma-
neuver. Long Range:+2D to Maneuver.
Tricky Mechanism: after an action roll 2d6, if
the result are both snakes (one, two or three),
Great sword
the crossbow gets jammed so cannot be used
A large, heavy sword that requires two hands
for the rest of the conflict and will have to be
and can’t be used with a shield, but it can be
fixed after. If there are factors that can affect
used as a mounted weapon. It has a strange stat
the mechanism such as mud, just one snake
line to represent that it requires a skilled user to
will jam the crossbow.
maximize the awkward weapon’s potential.
A crossbow requires two hands, so it can’t be
Line breaker: -1D, +1s Attack, and -1D, +1s
used with a shield.
Maneuver. Requires two hands to use it.

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.

Thrown: When throwing a javelin against Blunt: +1D to Attack.


anything except a bow or sling, your Attack Slow: -1D to Defend or Feint.
action counts as versus against an Armor Crushing: Ignore the effects of light
opponent’s Attack and is independent and heavy armor.
against Maneuver. Once you throw your
Warhammers are like mauls and require two
javelin, it’s gone! Medium Range: +1D to
hands to use them so can’t be used with a
Maneuver. Fast: +1s to a successful Feint.
shield, a small one-handed warhammer
A mouse can carry up to 4 javelins, so you would have the same bonus as a mace.
can use 4 times its bonus in a fight conflict.
After the battle you must replenish them.

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.

Deadly: +1s after a successful Attack.


Unwieldy: -1D to Attack. Bulky: -1D to Feint
and Maneuver. Requires two hands and
can’t be used with a shield.

A scythe has the special feature that it can


use the Harvester skill to Attack and Feint in
a fighting conflict.

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.

darkness Lighting gear


Long time ago, mice discovered the use of fire to To explore the dark depths of Darkheather, a
survive the cold, to cook clay and food, to shape cave or an animal burrow, mice will need
glass, to forge iron and of course to light their equipment to be able to fight or find their way
dark burrows. They also learned to use fire to around. Depending on the gear used, they will
explore or protect themselves from beasts. Here get different bonuses in tests or conflicts.
you will find some rules on torches and other
gear, as well as how to use fire in the battlefield. Candle
+1 Ob. for those skills you need good vision,
Fire in a Military Conflict like Scout. A candle allows you to see in the
The use of oils, resins, smoke or incendiary dark but not very good, in turn it makes you
projectiles can be a great advantage in the less detectable due to the dim light. So carrying
battlefield. The fire can scare off certain beasts, a candle in an intrusion or Evasion conflict
set siege weapons, palisades, ships and other grants you a +1D to Defense. A candle will
wooden structures on fire, or force the enemy to easily blow out after a fall or sudden movement
retreat. But fire its a very dangerous weapon. as a twist or compromise.

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.

Overloaded Mouse Rule


If your mouse carries too much you can apply
the same penalty as wearing a light armor (+1
Ob. to recover from the Tired condition). If your
load is too bulky it may also suffer a clumsy
penalty. like heavy armor, this penalises
maneuvers in some conflicts that require
mobility tests (-1D to Maneuver), or Scout,
Thief and Nature tests for sneaking and hiding.
You can lose your gear as part of a twist from
a failed test or a minor compromise in a
conflict.
Oil lamp
Oil lamps can be dimmed to emit dim light like
a candle but then you will lose vision. If its
used in standard light you will suffer no
penalties for seeing in the dark, but you will be
detectable as if you were carrying a torch.
The lamp may fall and break, starting a fire,
or the oil may run out as a twist or
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

Frightened Recovering from frightened


Guardmice are resilient, but sometimes they Frightened as Angry is a state of mind,
have to face terrifying situations. When a mouse so controlling your fear requires an Ob.3
is frightened, his mind gets blocked and he Will test. If your test succeeds you overcome
tends to act more in accordance with his nature. your fears and the condition will be removed. If
you fail you still Frightened. Describe what you
A mouse can’t be Angry and Frightened did to get rid of your fear: a couple of mugs of
at the same time, the GM may decide to mead, or recalling a legend of the guard.
change the status from Angry to Frightened.
When a mouse gets Frightened, the player If you were Angry before the GM gave
marks Angry on his character sheet and takes you the Frightened condition, when
the Frightened card; if he already has the Angry you recover from your new Frightened
card, he exchanges it for the new one. condition you will no longer be Angry, your
mind is at peace now. Same if you were
Stejpan is walking Angry through a thorny Frightened before you got Angry. You just need
area where he sees mice and other impaled to recover your state of mind once.
prey. It's horrifying! Stejpan is going to have to
make a Will test to avoid being frightened. If Rosard was Angry before the GM changed his
he fails the test the GM will change his condition to Frightened, when he recovers
condition from Angry to Frightened. from the Frightened condition in the tavern, he
will no longer be Angry, his mind is calm now.
Being Frightened subtracts 1 from your
disposition for Fight conflicts and any If a player pass an Ob.3 Bard test or the GM
conflict that uses Will as its base. says that the bard in the tavern is giving a
performance that encourages you, it will
Rosard is Frightened at the start of the fight reduce the Obstacle to recover from Frightened
against the shrike. His team suffer -1s to by 1 point. However, if the bard fails the test,
their starting disposition. Rosard it's still an out-of-tune performance could make other
Frightened when they start a War conflict mouse get Angry. Some Bards will charge a fee
against the Weasels, his team suffer again -1s for playing. The rule explained below under the
to their disposition. heading Spirit of Courage can also help you to
reduce the Obstacle.

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.

Recovery Order: 1. Hungry and Thirsty;


2. Angry or Frightened; 3. Tired; 4. Injured;
5. Sick.

16
Frightened Condition

New skills for recovery


Other Conditions & Some of the new skills introduced in
Recovery Rules this expansion include rules to help
recover from certain conditions.

As mentioned before, the Bard skill can be


Alleviating conditions through others
used to reduce the recovery obstacle of the
Other players may decide to alleviate
Angry and Frightened conditions by 1 point.
one of your conditions as part of their
However, this can only be applied on the
mission goal, or just to progress in a skill. If
Player Turn by spending a check.
another player spends one of his checks on a
test to heal your mouse, he can skip the In addition, there is a special rule for this
recovery order rule, so your mouse will recover which we are going to call, out of tune. When
from its wounds and illness. a Bard attempts to sing or play a song to
relieve other mice and fails his test, the GM
You Reap What You Sow may in this case impose the Angry condition
Everyone who helps a test is bound by on those mice who are near the Bard at the
the results of the roll. If the test is time of his performance. This rule excludes
failed, all the characters share a similar fate. If this test from the recovery test rule, as its
you earn a condition as the result of a failed just a test to help with a future recovery roll,
test, the helping players suffer a lesser but not a recovery test per se.
condition of the GM’s choosing.
Thief can be used to alleviate the Hungry and
If the primary character is made hungry and thirsty condition. To do this, the mouse must
thirsty, then all helpers are made hungry and have access to resources that he can steal or
thirsty. There’s no lesser condition, so the least "borrow". Test Thief in a versus test, against
condition applies! the Will or Nature (or Scout skill) of the
victim of the theft, or by a simple obstacle
If you already have the condition being applied,
test in which the GM will determine the
you don’t take another condition in its place.
difficulty. Obviously, the loot must be
You’re miserable enough as it is.
something edible or drinkable.

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.

You can never stop to eat or drink in a fight,


climbing, on a run, or in the middle of a speech,
but you may do so while your friend is haggling
for a better price, or if you choose not to help in a
Survivalist test to light a fire because you rather to
sit and eat your Gabcroon or drink from your
waterskin. Supplies can be lost in a twist, can go

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.

Below are listed a few new challenges that your Darkness


guardmouse may encounter in the wilderness. The mice from the Territories have adapted to
Some of them are associated with the weather light, they are no longer purely nocturnal animals
and some with the terrain, use these obstacles in and they use fire to stay warm, forge weapons,
the suggested seasons. cook, and also to see in the dark.

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.

Disposing of the corpse or


burying it may involve Hunter
and Labourer tests to bury it,
Scientist could be used to find out
how to decompose it or hide its
scent, Insectrist may be used to
try to exterminate the pests
through a conflict. Working with
or near the carcass may involve a
Health Ob. 3 check, a failure
could result in the Sick condition.

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.

Ruins and vestiges


Ancient settlements have been wiped off the Other Towns
map due to catastrophes or wars, some
Following are two more examples of relevant
flooded, others destroyed by predators, or
towns within the Mouse Territories. You can
devastated by plagues and diseases.
include them in your missions or as your
mouse's hometown.

Shorestone
Shorestone boasts a large sandstone quarry
and a tradition of hardy stonemasons.

The city, located on the eastern shore of the


mouse territories, is konwn for highly skiled
craftsmice. The front facade is a grand display
of masonery, metalwork, carpentry and
design, but is only a small glimpse of the
sprawling city and it’s beauty.

Beyond the rocky facade, the city opens into a


echoing arched gallery of skilled labor guilds
and trades.

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.

Shorestone's windows are not glazed and the


wind blows into its stone halls, this is due to the
fact of the master glazier Rodolphus, in charge of
the city's stained glass was not included in the
Haven guild as one of the main trades.

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

Thistledown is distinguished by its towering houses that stand


among the thorny thistles that protect the village from predators and
large herbivores. However, birds such as goldfinches and some milk
snakes prowl the settlement due to the delicious thistle seeds and its
dense insect population, especially in the warmer seasons. Beneath
the settlement exists a network of interconnecting tunnels and
galleries used by mice and livestock to move around outside the
protection of the brambles.

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

Mice of the Territories Bard


Raw Abilities Rating Special Abilities Rating
Some of the examples listed below are mice Nature (Mouse) 3 Resources 2
archetypes based on David Petersen's pieces Will 5 Circles 5
or Luke Crane's supplement "Non-Mouse Health 3
Guard character creation rules". Skills: Bard 5, Orator 3, Persuader 2

The skill and trait lists attached to Wises: Instrument-wise

each character are not definitive. If Traits: Extrovert (2)

you need to modify them on the Gear: Musical instrument

fly, by all means do so. Cultist


The ratings provided for these characters are Raw Abilities Rating Special Abilities Rating

not representative of the average skill of all Nature (Mouse) 3 Resources 2


mice of this type. Instead, in order to provide Will 5 Circles 3
meaningful opposition to the guardmice, I’ve Health 3
skewed the ratings a little higher than you Skills: Manipulator 4, Weather Watcher 3,
might find in every mouse. It’s a bit odd, but Loremouse 2, Orator 2
it’s a necessary step to providing adequate Wises: Cult-wise
challenges for the patrol. Traits: Charming (1)
Gear: Horn crown and spidersilk cloak
Apothecary
Raw Abilities Rating Special Abilities Rating Diplomat
Nature (Mouse) 4 Resources 4 Raw Abilities Rating Special Abilities Rating

Will 5 Circles 4 Nature (Mouse) 3 Resources 4


Health 4 Will 5 Circles 5
Skills: Healer 5, Harvester 3, Scientist 3, Miller 2 Health 3
Wises: Medicine-wise, Sickness-wise Skills: Persuader 4, Manipulator 4, Administrator 2
Traits: Calm (1) Wises: Cult-wise
Gear: Mortar, pestle and a small medicine bag Traits: Cunning (1), Charming (1)
Gear: Fancy robe and important documents in a
leather case.

27
Fishermouse Retired Guardmouse
Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating

Nature (Mouse) 4 Resources 2 Nature (Mouse) 4 Resources 3


Will 4 Circles 2 Will 6 Circles 5
Health 4 Health 2
Skills: Fishermouse 5, Boatcrafter 3, Insectrist 2 Skills: Scout 3, Pathfinder 3, Fighter 3, Hunter 3,
Wises: Fish-wise Survivalist 3, Orator 3
Traits: Stoic (1) Wises: Mouse Guard-wise
Gear: Fishing net, hook and like or spear, some bait Traits: Scarred (1)
. Gear: A rusted weapon and a worn out belt
Painter
Raw Abilities Rating Special Abilities Rating

Nature (Mouse) 3 Resources 3


Will 5 Circles 4
Health 3
Skills: Painter 5, Haggler 3, Potter 2
Wises: Art-wise
Traits: Steady Paws (2)
Gear: Brushes, oil paints, charcoal, tracing paper

Puppeter
Raw Abilities Rating Special Abilities Rating

Nature (Mouse) 3 Resources 3


Will 5 Circles 3
Health 3
Skills: Orator 5, Carpenter 3, Painter 2
Wises: Storytelling-wise
Traits: Extrovert (1), Charming (1)
Gear: Puppets, little theatre, oil lamp, textiles.

28
Other Denizens of The Mouse Territories

Star Gazer
Raw Abilities Rating Special Abilities Rating

Nature (Mouse) 3 Resources 4


Will 5 Circles 4
Health 3
Skills: Scientist 5, Weather Watcher 3, Archivist 3,
Wises: Star-wise
Traits: Nocturnal (1)
Gear: Telescope, scaphe and starbook

Thief
Raw Abilities Rating Special Abilities Rating

Nature (Mouse) 5 Resources 4


Will 5 Circles 3
Health 3
Skills: Thief 5, Scout 3, Maipulator 2, Haggler 2
Wises: Lock-wise
Traits: Stealthy (1), Opportunistic (1)
Gear: Dark hood, knife and picklocks

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.

Part Animal, Part Enemy


When guardmice battle ferrets, both Fighter
and Hunter can be used.

Ferret Nature
Ferrets are a medium-sized species of
mustelid present in both the Mouse
Territories and throughout the islands of
Ebon Kingdom.

Although they are allies of the weasels in the


territories, their origins are said to come from
the Northern Islands, where they have their
own kingdom and their own laws. Their
dialect is similar to that of mice, so the two
species can communicate without problems.

30
Other Denizens of The Mouse Territories

Ferret Captain Ferret Thief


Raw Abilities Rating Special Abilities Rating Raw Abilities Rating Special Abilities Rating

Nature (Ferret) 5 Resources 5 Nature (Ferret) 5 Resources 3


Will 4 Circles 4 Will 5 Circles 4
Health 5 Health 5
Skills: Fighter 5, Orator 4, Manipulator 3, Scout 3, Skills: Fighter 3, Socut 5, Pathfinder 4, Thief 6,
Militarist 3, Pathfinder 3, Instructor 2 Manipulator 3, Persuader 3
Wises: Soldier-wise Wises: Lock-wise, Hidey hole-wise
Traits: Opportunistic (1), Cunning (2) Traits: Outcast (1), Opportunistic (1), Stealthy (2)
Gear: Light Armor, shield and sword Gear: A sword, a dagger and a leather pouch

Ferret Soldier
Raw Abilities Rating Special Abilities Rating

Nature (Ferret) 5 Resources 3


Will 3 Circles 2
Health 5
Skills: Fighter 4, Manipulator 4, Hunter 3
Traits: Cunning (1)
Gear: Bow, halberd or sword and light armor

Ferret Wise
Raw Abilities Rating Special Abilities Rating

Nature (Ferret) 5 Resources 3


Will 5 Circles 3
Health 3
Skills: Weather Watcher 3, Scientist 3, Healer 4,
Archivist 3
Wises: A scientific field-wise or a trade-wise
Traits: Wise (1)
Gear: Adequate tools for their work

31
Ferret Peasant
Raw Abilities Rating Special Abilities Rating

Nature (Ferret) 4 Resources 2


Will 3 Circles 1
Health 5
Skills: Laborer 4, Hunter 2, Manipulator 2
Traits: Stealthy (1)
Gear: Appropiate tools

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.

The fisher is technologically unsophisticated. It


may improvise simple clothing, tools, trinkets
and weapons, but uses basic materials leading
to crude results. Nonetheless, its not wasteful
and will put every piece of what it kills to good
use. The fisher rarely speaks — not because it is
unable, but because it wishes to remain silent
while hunting prey.

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.

Some other species used by mice as livestock


are detailed here.

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

Rhinoceros Beetle Nature 4


Ramming, Enduring, Root eating, Hauling. Dragonflies
Rhinoceros Beetle Weapons Dragonflies are common in ponds, lakes and
Shell—as light armour damp places. They are used as livestock for
hauling loads and couriers because of their
Butterflies strength and speed. However, there is a risk
Both butterflies and moths are used for that mail may end up in the stomach of a frog.
exploration and as messengers, although they
Dragonfly Nature 3
are not a very reliable messenger service.
Flying fast, Buzzing, Eating insects,
Butterfly Nature 3 Hauling.
Flying, Pollination, Courier.

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.

Grasshopper Nature 2 A swarm of wasps will have a Nature 6, because a


Jumping, Swarming, Buzzing, Eating Plants. single wasp has a Nature 3.
If the swarm becomes a plague, multiply the
Weaver Spiders
Nature of the specimen by 3.
Weaver spiders are used by weavers to make
clothing and other textiles. The patrol decides to lead a Scientific conflict against
a grasshopper plague that is ravaging crops, the
Weaver Spider Nature 3 plague will have Nature 6 in a scientific or military
Weaving, Entangling, Eating small insects. conflict, as Grasshopper's Nature is multiplied by 3.

Wild Insects Ants


Ants usually live in organised communities
There are numerous species of insects in the underground or in trees. Carpenter ants live in
territories, although mice use beetles, crickets, wood and can damage buildings. Ants are led
butterflies or bees as livestock, other insects tend by one or more queens, whose mission in life is
to be more aggressive by nature and occasionally to lay thousands of eggs to ensure the survival
become a threat to some mice. of the colony. Worker ants collect food, build
the anthill and protect the community. They
Insects in a fight or conflicts usually eat nectar, seeds, insects or carrion.
When fighting insects in a conflict, Fighter
Although they are not part of the usual
can be used to Attack and Feint, and
livestock, insectrists can teach ants to transport
Insectrist or Nature can be used to Defend and
small goods in a chain.
Maneuver. Militarist and Scientist conflicts may be
used to get rid of swarms, pests and plagues. You Ant Nature 2
can use Insectrist to Defend, Feint or Maneuver. Foraging, Chain Work, Protect the Colony.

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.

Centipede Weapons Wolf Spider


Venomous bite—+1s to succesful Attack. These giant spiders dig ground galleries or
occupy natural crevices from where they stalk
Wasp their prey, which they detect through the
There are different varieties of wasps in the vibration of the ground. They don't build a
Mouse Territories, including yellow jackets, hunting web, but some of them upholster their
which are territorial and aggressive towards burrows with silk. Their legs are long and
those who invade the area around their nest. robust, and two of their eight eyes are
They nest in rotten wood, holes in the relatively large, giving them a wider view. They
ground, or empty burrows. These are not feed on insects, small amphibians or mice.
domesticated or used as livestock by mice; Females carry their eggs in a round silken sac,
indeed, a nest built near a settlement can be and when these hatch, their hatchlings remain
a big problem. The venomous stings of these on the abdomen until their first moult. Getting
insects can kill a mouse or make him very hurt by one of these spiders could also make a
sick. A single wasp need not be dangerous, mouse to become sick or even die.
but they usually move in swarms.
Wolf Spider Nature 4
Wasps Nature 3 Stalking, Hunting, Digging, Excellent eyesight
Hunting, Collecting, Protect the nest.
Wolf Spider Weapons
Wasps Weapons Eight fast legs—+1D to Maneuver.
Stingers— +1s to succesful Feint. Venomous bite—+1s to successful Attack.

35
36
Other Denizens of The Mouse Territories

Wild Animals Blak Snake


The black rat snake is a large, non-venomous
The animals described below are extracted constrictor, prefers heavily wooded areas and is
from David Petersen's illustrations and stories. an excellent climber, but also a competent
Some of them aren’t very common in the Mouse swimmer. If threatened, it may vibrate its tail,
Territories, but unusual encounters may occur from which it may release a foul-smelling musk
or they may be found in other places. to protect itself from predators such as hawks or
horned owls. This snake hunts mice, moles,
Bald Eagle mink, snakes, frogs, lizards, squirrels, young
From time to time, a bald eagle may choose to rabbits or opossums, songbirds and birds' eggs.
nest on the shores of the Territories to establish
its hunting grounds, although its diet is based Black Snake Nature 7
on fish, it will also prey on birds, turtles, rabbits, Hunting, Climbing, Swimming, Constricting.
snakes, other small animals and carrion. Black Snake Weapons
When coastal settlements are threatened by the Rattle—+1D to Feint. Musk—+1s to Defend.
presence of this large flying predator, they will Coils—+1s to successful Attack. Bite—+1D
need to join forces, or the help of the Mouse to Maneuver.
Guard to drive it away or to protect the boats
and the local mice.

They choose the tallest trees such as white


pine for its huge nests, to protect them from
importunate visitors such as squirrels, raccoons,
ravens and great horned owls.

Bald Eagle Nature 9


Stealthy, Hunting, Climbing, Excellent vision.

Bald Eagle Weapons


Broad Wings—+2D to Maneuver.
Raptor’s Beak—+1D to Attack.
Talons—+1s to successful Attack..

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.

An Elk can move silently and fast through forest


and they are strong swimmers. Sporadically a
herd may cross territories running from wolves,
causing ground tremors for mice or the risk of
being trampled, a lone male may also wander in
searching for females or fresh shoots.

Elk Nature 9
Grazing, Stomping, Fleeing Wolves, Moving
Unseen

38
Other Denizens of The Mouse Territories

Elk Weapons Giant Fish Nature 6


Sharp Hooves— +2D to Defend, +1D to Swimming, Eating other fishes and small
Feint. Antlers—+2D to Maneuver. animals, Fleeing from predators
Massive—the range of an elk attack is
longer than bows.

Fish
Fish are aquatic animals abundant in most
bodies of water, including both freshwater and
saltwater.

Fish range in size depending on species —


some smaller than mice such as Spottail
shiners; others larger than entire settlements
like the Catfish. A big fish will feed on any
mouse unlucky to fall into the watery depths.
Conversely, mice have developed technology
to hunt and kill fish. Certain mice, such as
sailors and coastal-dwellers, will feed on fish
meat. Kingfisher
This bird has a large head with a shaggy crest
Minnow Nature 3 and a long, heavy beak. Nests in burrows
Swimming, Feeding, Fleeing from predators along earthen banks and feeds almost entirely
on aquatic prey, diving to catch fish and
Fish Nature 4
crayfish with its heavy, straight bill.
Swimming, Eating smaller fishes or seaweeds,
Fleeing from predators Kingfisher Nature 6
Fishing, Dive, Flying, Digging.
Big Fish Nature 5
Swimming, Eating the smaller ones, Fleeing Kingfisher Weapons
from predators Long Beak— counts as spear with +1s to
Attack.

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.

Peacock Nature 7 Quail Nature 5


Low flying, loud squawking, foraging, strutting. Foraging, Whistling, Hiding, Low-flying.

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

Seagull Nature 7 Although they are not venomous, one of their


Creaking, Scavenging, Stealing, Flying bites can be fatal, and they are capable of
swallowing prey in a single bite. Water snakes
Seagull Weapons
also release musk to defend themselves against
Wings—+1D to Maneuver.
predators such as eagles, raccoons, opossums,
Hooked Beak—+1s to successful Attack.
foxes, snapping turtles and other snakes.

Tern Water Snake Nature 6


These short-legged, long-billed, forked-tailed Swimming, Basking, Hunting, Hiding
shorebirds inhabit the coast of the Mouse
Water Snake Weapons
Territories. They are very noisy and they can
Fangs—+1D to Attack.
nest anywhere, feeding on the fish or insects,
Musk—+1D to Defend.
but may occasionally try to attack a mice if
they see them as afforded preys. Terns live in
colonies and are territorial birds, they will
Wild Boar
Wild boars are not common in the Mouse
protect their nests and territory from other
Territories, although there are records of these
colonies or predators such as minks.
beast being seen on the isle of Ildur, across the
Tern Nature 6 frozen waters of the northern shores. This
Fishing, Creaking, Diving, Flying robust animal has tough, fur skin and uses its
snout and two large tusk to forage for truffles,
Tern Weapons
mushrooms, acorns, snails, vegetables or
Wings—+1D to Maneuver,
larders, and in times of famine they will prey
on mice if necesary.
Water Snake
These excellent swimmers live in ponds, Wild Boar Nature 8
marshes, rivers and streams, where they can Foraging, Mud Bathing, Growling
be found basking on rocks, stumps or thickets.
Wild Boar Weapons
They are opportunistic hunters, either on land
Muzzle and Tusks—+1D to Maneuver, +1s to
or in the water, and their diet includes fish,
successful Attack. Onslaught—+1D to Attack.
frogs, crabs, salamanders, small turtles, other
Thick Skin—+1s to disposition in a fight.
snakes, moles, birds, and of course, mice.

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 Performance: Mediocre or out of tune,


ordinary, decent, remarkable or in tune,
Bards, troubadours and minstrels are outstanding or excellent, epic or legendary.
represented under this skill. These mice use Purpose: To anger or upset, to distract, to
their artistic skills to recite legends and cheer, sadden or calm, to exalt or motivate,
historical facts from the Mouse Territories and to charm or frighten.
beyond. Some are appreciated for their
melodic voices or their talent playing an
instrument and entertaining the crowd,
others... let's just say they are not so welcome
at the festivities.

Bards can receive supplies in the form of sheet


music, legends and records from Archivists, they
can receive their instruments, from Carpenters,
Hunters or Potters. Crickets, cicadas and
Songbirds can help with their chanting too.

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

Fishermouse for maneuvers in case they are on board. Roll


Scientist and add Will for the disposition.
In settlements built near rivers or lakes, mice
Fishermouse is used in versus tests against the
have learned to obtain resources from this
fish Nature or in independent tests in conflicts.
habitat, including water-dwelling creatures.
Not all mice eat fish, but those that live in To fish minnows:
coastal areas often prepare delicious recipes Amount: One, a handful, many-net necesary
from fish or seafood. From the fish they also Enviroment: Creek or pond, river or coast,
obtain oil, flour, bones for tools and deep waters
decoration, shells for armor, and most
importantly, excellent bait for hunters. Suggested Help for Fishermouse
Fishermice can receive bait from insectrist and Boatcrafter, Hunter, Insectrist, Loremouse
nets from weavers.
Suggestions of Fishermouse to help
Fishermouse factors Armorer, Hunter, Loremouse, Survivalist
Fishermice can catch small minnows and
Begginer’s Luck
shellfish, usually smaller than themselves or
Health
same size, but if they wish to catch larger fish
they must enter into a conflict.

To do this they must also make use of science,


using traps, pulleys and a number of mice
proportional to the weight and strength of the
creature they want to catch. A sturgeon or sea
bass are sea monsters for the mice, catching
one of them is almost an impossible task and
would require a whole fleet of fishermice, who
may pay with their lives if things don't work.
For a large scale fishing conflict use Scientist
to attack and defend, and Fishermouse to feint
and maneuver, Boatcrafter may also be used

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.

Painters receive their paint, from insecterist and


easels from carpenters. They get their paper from
millers. If they work on tapestries they receive
these from weavers. To make mosaics they may
receive pebbles from stonemasons, tiles from
potters or pieces of glass from glaziers. The
mortar is provided by millers.

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

Thieves can use supplies from carpenters, e.g.


fake panels for smuggling, and lock picks or
files from smiths.

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.

Theft (start counting on 2): A piece of cake,


affordable, risky, no way, master of theft.
Creating your own skills
Sabotage (start counting on 2): Pulleys and Perhaps there are skills not included among
carriages, simple locks and mechanisms, the 24 in the Mouse Guard rulebook, or the 4
complex locks and mechanisms, reinforced from this expansion that you want to include
locks and mechanisms. in your game. Trades such as Printer or
Jeweller could be examples of them.
Suggested Help for Thief
Before creating a new skill, make
Scout, Smith
sure that there isn't already a skill
that can cover it, and also make
Suggestions of Thief to Help
sure that it fits into the Mouse Guard lore.
Scout
For example, mice don't wear shoes so a
shoemaker wouldn't fit, miner might already
Beginner’s Luck
be covered by Laborer, or a Hunter could take
Health
the duties of a tanner. Once the new skill is
created, consider the factors, and how it might
help and be helped by other skills.

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

Use of these Traits Charming


These mice have the ability to captivate other
Here are 34 new traits that will help
mice or even beasts with their charm and
describe your characters if you can't
charisma. But sometimes they may be too
find the ones you need for this task among
conceited or too pentulent, and even provoke
those listed in the Mouse Guard RPG rulebook.
envy from other mice.
Some of the traits listed below, such as Musk,
Weird, Outcast, Faded... can be developed by
your character during their adventures as their Clumsy
Nature is reduced. Others might give ideas to Clumsy mice often stumble, drop things and
offer your mouse a new trait in the Winter bump into other mice, causing hilarious
Session reflection turn, or will give you more accidents. Their lack of ability can provide a
options during the New Recruitment phase. fun and entertainment for others, so for this
reason they tend to be liked.

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.

Irritable Your Circles must be reduced to 1


These mice are often in a bad mood, tend to be if your character gets this trait
grumpy and easily upset. When they get angry during the Winter Session or the
they are unbearable, so others tend to keep New Recruitment section.
them happy to avoid having to endure them.

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.

Opportunistic Penny Wise


Any opportunity is a chance to get what they There are mice who only care about money, they
want, and they have no scruples about getting it. are greedy with their belongings and count their
Opportunists tend to accumulate enemies coins one by one. They are good at doing
everywhere. business but also enemies.

52
Other Traits

Pretty through small holes and to avoid accusatory


questions. However, their old troubles will come
Being pretty has its perks when it comes to back to haunt them.
obtaining what you want, but an admirer can
fall madly in love and become a real nuisance.
Skittish
Protective For these mice its difficult to find calm, they are
nervous and easily frightened. They are always
These mice will not allow what they protect the first to escape and they tend to be extremely
to be harmed or disturbed. They will protect, cautious, however, they have a reputation for
escort and guard with determination, even being cowardly mice and their fear will
risking their lives if necessary. It is good to sometimes stop them from taking action.
have a protector, but following you around
like your own shadow can be annoying.
Stealthy
Scurrilous Stealth mice are silent and unnoticeable, they
move easily through shadows or undergrowth.
Sneaky mice are difficult to catch and always This is a useful trait for hunters or thieves, but
manage to escape from compromising sometimes their clandestine presence makes
situations. They have the ability both to escape them easily ignored or distrusted.

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.

Vengeful Creating your own traits


These mice do not forget. Their grudge makes All traits will give you advantages but
them seek and prepare their desired revenge will also hinder you at times. When
until it is successfully achieved. Sometimes they creating your own traits, keep these factors in
become obsessed with seeking revenge, losing mind and try to describe situations where they
control and forgetting about other things going might be useful or troublesome.
on around them.

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

Patrol Guard Except for special circumstances, there


Patrol guard are veteran guardmice responsible can only be one patrol leader player in
for complicated or independent missions. your group. Guard captains are rare and may
Abilities: Will 4, Health 4 only be played at the discretion of the group. If
Skills: Cook 2, Fighter 3, Hunter 3, Scout 2, a guard captain is allowed, there may only be
Healer 2, Pathfinder 2, Survivalist 2, Weather one per group. If a tenderpaw is played, one of
Watcher 2 the other players must be his mentor.
Starting age: 21-50
Two Patrol Leaders in a Patrol
Patrol Leader In groups of four players, there can be
Patrol leaders are patrol guard who have two patrol leaders if the other two players
demonstrated they can think independently and wish to take on the roles of tenderpaws.

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.

Where Were You Born?


Choose a mouse town or city in which
your character was born. Each city
has its own culture as represented by
the skills and traits it provides.
Choose one trait and one skill from the Copperwood
city in which your character was born. If One of the oldest cities and home to one of
you don’t have the skill, add it to your character the two mines in the Territories.
sheet at rating 2. If you have the skill, increase Skills: Smith, Haggler
its rating by one. Traits: Independent

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.

Skills: Weaver, Armorer


Traits: Generous, Guard’s Honor

Port Sumac
A busy little port town between Darkwater
and Rustleaf.

Skills: Boatcrafter, Weather Watcher


Traits: Tough, Weather Sense

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.

Skills: Stonemason, Smith, Carpenter Skills: Potter, Loremouse


Traits: Hard Worker Traits: Calm, Compassionate

Sprucetuck New locations


Known for its scientists, medicine and scent New locations have been included in addition to
concoctions. the 8 main ones from the Mouse Guard rulebook,
and the 3 locations included in the "New Rules"
Skills: Scientist, Loremouse
expansion.
Traits: Wise, Thoughtful
Blackrock, Ferndale, Shorestone, Thistledown
Thistledown and Willoroot have been listed as well as
The turreted houses of this town are hidden settlements with a tradition of joining the Mouse
under the cover of thistles. Guard.

Skills: Weaver, Insectrist Chris decides that his guardmouse is from


Traits: Steady Paws, Wise Elmoss. He notes the Carpenter skill and Alert
trait on his character sheet in the appropriate
spaces.
Other locations in the map
Consult with the GM if you want to
choose a hometown that is not on this
list, the GM will then offer you other
traits and skills to choose from, 2 to 3 skills and
1 to 2 traits. If your mouse was born and raised
outside a settlement and your GM agrees, you
can choose Survivalist or Loremouse as Skills
and Natural Bearings or Loner as Traits.

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

Administrator Fishermouse Painter Chris chooses carpenters for his parents. He


Apiarist Glazier Pathfinder previously selected Carpenter as his home
Archivist Haggler Persuader skill, so he increases Carpenter from 2 to 3.
Armorer Harvester Potter
Baker Healer Scientist How do you convince people that
Bard Hunter Scout you’re right or to do what you need?
Boatcrafter Insectrist Smith Patrol leaders and guard captains choose
Brewer Instructor Stonemason two; all others choose one:
Carpenter Laborer Survivalist
Cartographer Loremouse Thief Manipulator, Orator or Persuader
Cook Militarist Weather Chris chooses Manipulator again. He wants
Manipulator Miller Watcher his character to be able to intimidate people.
Fighter Orator Weaver He puts another check next to it on his sheet.

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:

Fighter Instructor Survivalist


Chris’s character’s senior in Lockhaven was a Healer Pathfinder Weather
carpenter. He increases his Carpenter skill from Hunter Scout Watcher
3 to 4.
Chris’s character’s mentor stressed the
Survivalist skill during training. He increases
his Survivalist from 2 to 3.

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?

If you run and hide, increase your Nature by


Tally 1. Decrease your starting Fighter skill, if you
Double check your choices and skill have it, by 1. If you do no run, leave Fighter
ratings to make sure you got everything and Nature as they are.
right.
Do you fear owls, weasels and wolves?
When everyone has tallied their skills, continue
If you do, increase your Nature by 1. If you do
on with the next set of questions.
not, take the Fearless, Brave or Foolish trait.
Chris’s skills look like this: Fighter 3,
Haggler 2, Pathfinder 3, Survivalist 4, Chris decides that his character does not save
Scout 2, Manipulator 3, Carpenter 4. for winter. He opts to take the Generous trait
instead.
Mouse Nature He stands his ground when confronted, but
All characters have a base Nature of 3.
he does fear owls, weasels and wolves. His
Answer the following three questions to
starting Nature is 4.
determine your final starting Nature score. The

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

Choose from the alphabetized list below Wises G


or read the Specific Wises headings for Goofing Off-wise, Governor-wise, Grain-wise,
guidelines on creating your own wises: Grub-wise, Guard captain-wise, Guardmouse-
wise
Wises A
Ambush-wise, Ancestral-wise, Apiary-wise, Wises H
Armor-wise, Art-wise, Autumn storm-wise Handcraft-wise, Harvest-wise, Hawk-wise,
Heat wave-wise, Herb-wise, Hidey hole-wise

64
New Recruitment

Wises I-K Student-wise, Swamps-wise


Ice storm-wise, Ice-wise, Instrument-wise,
Wises T
Intimidation-wise, Intrigue-wise
Tall grass-wise, Tenderpaw-wise, Thorn-
Wises L wise, Thunderstorm-wise, Tide-wise, Trades-
Lake-wise, Leaf Boat-wise, Leaf cover-wise, mouse-wise, Trade Route-wise, Trail-wise,
Lock-wise, Lockhaven-wise Transport-wise, Trap-wise, Trinket-wise,
Trouble-wise, Tunnel-wise, Turtle- wise
Wises M
Mail-wise, Medicine-wise, Moose-wise, Wises U-V
Moss-wise, Mouse Guard-wise, Mud-wise Unseasonably cold-wise, Unseasonably
warm-wise
Wises N
Night-wise, Nut-wise Wises W-Z
War-wise, Weasel-wise, Widget-wise, Wild
Wises O
country-wise, Wild mouse-wise, Wolf-wise
Open ground-wise, Owl-wise

Wises P Specific Town Wises


Path-wise, Patrol guard-wise, Patrol leader- The wises list provides examples of wises
wise, Planting-wise, Poison-wise, Pond-wise, for towns—Lockhaven-wise, Elmoss-wise,
Predator-wise etc. If you wish to take a wise for an unlisted
settlement, you may. Note the settlement and
Wises R
add “-wise” to it. You’re done.
Raccoon-wise, Rain-wise, Raven-wise, Rebellion-
wise, Recipe-wise, Road-wise, Rocky terrain- Specific Animal Wises
wise The wises list provides example wises for
Wises S animals—Raccoon-wise, Owl-wise, etc. If you
Scam-wise, Scent Border-wise, Shaleburrow- wish to take a wise for an unlisted animal,
wise, Shield-wise, Shore-wise, Shortages- Turkey Vulture for example, you may. Note
wise, Sickness-wise, Snake-wise, Snow- wise, the wise on your character sheet as Turkey
Soldier-wise, Sprucetuck-wise, Squirrel- Vulture-wise or whatever animal you wish.
wise, Star-wise, Stone-wise, Stream-wise,

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.

For his character, Chris chooses Lockhaven-wise.

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

Guard Circles traits or choose one or two traits


multiple times. Each time you choose a trait you
The Circles ability represents how well- increase its value. There are three ranks of traits.
connected your character is.
The first rank of a trait gives you +1D
Tenderpaws start with a Circles rating of once per session in a situation where the
1. Guardmice start with a Circles rating of trait would be useful to the task at hand. The
2. Patrol guard and patrol leaders start with a second rank gives you +1D for two rolls in a
Circles rating of 3. Guard captains start with a session. The third rank of a trait grants +1s to
Circles rating of 4. all rolls related to the trait.

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

Extrovert, but their Circles will be reduced to 1. Joseff Millicent


Kole Moira
Sarah's character is a patrol guard, her Circles Laird Nola
should be 3, but she chooses Loner as an Noelan Quinn
additional trait so she must start with Circles 1.
68
New Recruitment

Common Mouse Names


Senior Artisan
Male Female
What is the name of the senior artisan whom
Seyth Rona
you apprenticed with? Name him now and note
Siemon Rosalee
him on your character sheet.
Sloan Sayble
Tander Serra His senior is named Feris the Carpenter.

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.

Enemy First Mission


Optionally, you can decide if your Stop and discuss what’s going on in
character has an enemy. If so, choose your game before going any further.
a name, pick a profession or specialty Check out The Mission in the Mouse
and place him, her or it in or near one of the Guard RPG rulebook if you need to, and then come
towns or cities on the map. back to writing your Belief, Goal and Instinct.

Your enemy can be from before your days in


the Guard or from your time in service. It is Belief
permissible for the players to choose a common Write a Belief for your character based
enemy. on how he views his role in the Guard.
Chris decides that Baron has run afoul of A Belief is an overarching ethical or
another patrol leader early on in his career. A moral stance.
mission went wrong and now these two mice Chris writes the following Belief for Baron: “I’ ll
do not like each other at all. Chris names him build a good name for the Mouse Guard.” He
Paul. bases this Belief on Baron’s compassionate side.
He knows that Baron is going to be called on
Cloak Color to fight, but perhaps he can use his talents to
Your mentor gave you your cloak on
demonstrate that the Guard is a force for good.
the day you were formally inducted Writing Beliefs is discussed in the Mouse Guard
into the Guard. What color is it and chapter in the Mouse Guard RPG rulebook.
why? What part of your personality made your
mentor decide on that particular color?

Tenderpaws do not start with a cloak and


therefore do not make this choice.

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.

Concept Oldfurs must have a higher Will rating


than their Health rating.
Before we start, think about what kind of Youngfurs must have a higher Health
character you want to play in the world of Mouse rating than their Will rating.
Guard: a grizzled veteran, a young upstart or

72
New Recruitment

Profession Beetle Wrangler


Resources: 3
All have their benefits and drawbacks. Skills: Insectrist 3, Loremouse 3,
Choose a starting template from the Harvester 2
following list. Note your abilities and Wises: Beetle-wise or Grub-wise
your base skills on your character sheet. Traits: Curious or Weird
Apothecary Gear: Beetle and beetle-bags
Resources: 3 Boatmouse
Skills: Healer 3, Harvester 3, Scientist 2 Resources: 2
Wises: Medicine-wise or Sickness-wise Skills: Boatcrafter 3, Carpenter 3, Cook 2
Traits: Calm or Determined Wises: Leaf Boat-wise or Stream-wise
Gear: Mortar, pestle and a small medicine Traits: Steady Paw or Water Resistant
bag Gear: Tools and a sturdy oar

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.

Starting Skill Ratings


What was your parents’ trade?
Choose one skill from the following list.
When choosing a skill you don’t have,
Also, note this skill next to your Parents
write it on your character sheet at rating
on the character sheet. Choose from the skills
2. If you choose a skill for which you already
listed in the section with the same name in the
have a rating, increase that rating by one up to
Mouse Guard Recruitment section.
a maximum of 6.

How do you convince people that


Where Were You Born? you’re right or to do what you need?
Choose a mouse town or city in which Choose one: Manipulator, Orator or
your character was born. Each city Persuader
has its own culture as represented by
What’s Your Specialty?
the skills and traits it provides.
Each player must choose a unique
Choose one trait and one skill from your specialty from the Life Experience list—
character's hometown. If you don’t have from the Mouse Guard Recruitment section.
the skill, add it to your character sheet at rating
Two players cannot have the same skill as their
2. If you have the skill, increase its rating by one.
specialty. Increase that skill by one or open at 2.
Choose one from the settlements listed in the
Underline your choice on your character sheet.
Mouse Guard recruitment section.

76
New Recruitment

Tally Age Additional Wises


Double check your choices and skill Youngfur 1
ratings to make sure you got everything Midfur 2
right. Oldfur 3

When everyone has tallied their skills, continue


Choose from the alphabetized list in the
on with the next set of questions.
section on recruiting mouse guard
members, or read the Specific Wises headings
Mouse Nature for guidelines on creating your own wises.

All characters have a base Nature of 3.


Answer the three questions about Circles and
Mouse Nature, found in the Mouse Guard
Recruitment section, to determine your Relationships
starting Nature score. The choices will limit The Circles ability represents how well-
some of your skill and trait choices later. Note connected your character is. Circles can be
any restricted items on your character sheet used to find help and information when you
list for now. are in town. Relationships can be introduced
whenever appropriate.
Being Wise Answer the following questions to generate
There is a special set of abilities known as wises. relationships and a Circles rating. You cannot
They represent pure knowledge and take a friend, parents, mentor and an enemy.
experience. You can choose to have three of the four at best.

Circles starts at 1; your answers to the questions


What are you particularly
below add to that rating:
knowledgeable about?
You start with a number of wises Do you have friends who enjoy your
according to your age. Wises are not occasional visits or are you a loner,
rated and are listed in a special section of the tough and cool?
character sheet.

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.

If you’re an orphan, you may have a If your friend is town-bound, choose


keepsake from your parents, in which settlement they live and
you can choose what it is and choose a profession from your
its sentimental value. hometown’s skill list for them.

78
New Recruitment

If a guardmouse, choose their rank Mouse Traits


and specialty for them.
Traits describe the personality quirks and
Determine the last place you saw your special qualities that guardmice possess.
friend.
Trait selection is similar to skill
selection. You can choose a variety of
Starting Enemy Rules
traits or choose one or two traits
Your first enemy is always a rival or
multiple times. Each time you choose a trait you
nemesis on a path similar to yours.
increase its value. There are three ranks of traits.
How did your enemy destroy your life
and set you on this path? Write your enemy’s The first rank of a trait gives you +1D
name on your character sheet. once per session in a situation where the
trait would be useful to the task at hand. The
The game master determines your
second rank gives you +1D for two rolls in a
enemy’s profession and notes it
session. The third rank of a trait grants +1s to
privately.
all rolls related to the trait.
Your enemy’s skills are one rating
higher than yours, increasing as yours Choose a quality you were born with
do. All players get one check from this list.
Determine the last place you saw your They can reinforce their hometown trait
enemy. if it’s available, or pick something new. See the
list in the Mouse Guard character recruitment
section.

Choose something you learned or


inherited from your parents
This is for youngfurs only. Take one trait
from the list founded in the recruitment
section for members of the Mouse Guard.

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.

Belief, Goal & Instinct


As explained previously, you will need a belief that
represents your character. As well as an instinct
that shows your intrinsic part, once you have been as-
signed a mission, remember that you will also need to set
a goal.

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.

Age: 26 Parents: Thane & Ilsa


Home: Port Sumac Senior: Quinn the Cook
Fur Color: Brown Mentor: Leith
Rank: Patrol Guard Enemy: Shane the Trader
Cloak: Plum Friend: Bonnie the Innkeeper
Raw Abilities Rating Special Abilities Rating

Mouse Nature 5 Resources 2


Will 4 Circles 3
Health 4
Belief: A guardmouse needs to be able to think with her
head and act with her heart.
Goal: I will discover why Conrad’s communications from
Calogero have stopped.
Instinct: Never delay when on a mission.
Skills: Cook 3, Fighter 3, Hunter 3, Scout 2, Healer 2,
Pathfinder 2, Survivalist 4, Weather Watcher 3,
Boatcrafter 3, Persuader 2
Wises: Coast-wise, Herb-wise
Traits: Clever (1), Tough (1)
Gear: Sling, stones, a pair of well-balanced knives

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.

Age: 46 Parents: Branan & Fíona*


Home: Shorestone Senior: Catan the Master
Armourer (deceased)
Fur Color: Grey fog Mentor: Arnulf (deceased)
Rank: Patrol Leader Enemy: Haldor the Bandit
Cloak: Brown furry Friend: Freya the Healer
Raw Abilities Rating Special Abilities Rating

Mouse Nature 4 Resources 4


Will 5 Circles 3
Health 4
Belief: If anything stands in the way of my duty my hammer
will speak for me.
Goal: I will find the tenderpaw even if it costs me my life.
Instinct: Never complain or show weakness.
Skills: Fighter 4, Hunter 5, Instructor 2, Scout 3, Militarist 2,
Pathfinder 3, Survivalist 3, Weather Watcher 2,
Loremouse 2, Stonemason 2, Armourer 3, Manipulator 3
Wises: Predator-wise, War-wise, Weasel-wise
Traits: Determined (1), Tough (1), Stoic (1), Stubborn (1)
Gear: Warhammer
* Rosard’s parents are deceased.

86
New Sample Missions

Stjepan
Stjepan is an elegant guardmouse from Thistledown,
nimble in movements and skilled in the use of the
sword.

Age: 35 Parents: Winton & Florence


Home: Thistledown Senior: Briar the Textile
Master of Lockhaven
Fur Color: Brown Mentor: Brenda
Rank: Patrol Guard Enemy: Fulton the Bard
Cloak: Royal Blue Friend: Pieter the Puppeteer
Raw Abilities Rating Special Abilities Rating

Mouse Nature 4 Resources 3


Will 4 Circles 3
Health 4
Belief: Use your mind first and then your sword.
Goal: I will ensure that we don't get captured by weasels.
Instinct: Always strum my lute to lift the spirits.
Skills: Cook 2, Fighter 5, Healer 2, Hunter 3, Scout 3,
Pathfinder 2, Survivalist 2, Weather Watcher 2,
Bard 3, Weaver 3, Orator 2
Wises: Thorn-wise, Lute-wise
Traits: Clever (1), Graceful (1), Nimble (1)
Gear: Lute, sword and a belt.

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

thorns. Nature (Mouse) 4 Resources 1


Will 2 Circles 1
it looks like a demon's work; the two guards
Health 6
will have to pass a Will Ob. 3 test to avoid
Skills: Fighter 2, Pathfinder 2, Scout 2, Laborer 2,
getting Frightened. If they fail the test give
them the condition of Frightened, if any of
Carpenter 2, Cartographer 3, Persuader 2,
them were Angry before, they will no longer
Survivalist 2
Wises: Legend’s of the Guard-wise
be Angry, their new condition will be
Traits: Lost (1), Curious (1)
Frightened. This condition will subtract 1
point from the disposition in the upcoming
conflict if they decide to fight.
Shrike
The shrike is a deceptive creature. It looks
Suddenly, an unthreatening-looking bird like a small gray songbird, apparently
perches on one of the impaled prey, pecking harmless. In truth, it’s a cunning predator.
at mouse meat, soon becomes aware of the Shrike watch for prey atop high branches.

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.

Weasels Spies Continuing the Adventure


Raw Abilities Rating Special Abilities Rating If the GM wishes to continue the adventure in
Nature (Weasel) 5 Resources 3 a campaign, weasel war events could be
Will 4 Circles 5 introduced. Rescues, infiltration missions,
Health 5 carrying important messages, battles or
Skills: Fighter 5, Scout 5, Pathfinder 4, Hunter 4, defences of settlements could be played
Manipulator 4, Persuader 4 around the scent borders, especially in
Wises: Brambles-wise Darkheather and those settlements that fell in
Traits: Jaded (1), Cunning (2) 1149, such as Ferndale, Woodruff's Grove or
Gear: A paor of knives, map of the Eastern Territories Walnutpeck.

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: Ob 3 Will test

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:

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