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Published by anderson.immortal, 2022-11-23 14:16:44

Mouse Guard 2nd Edition

Mouse Guard 2nd Edition

Recruitment

Patrol Guard Except for special circumstances, there
can only be one patrol leader player in
Patrol guard are veteran guardmice responsible your group. Guard captains are rare and may
for complicated or independent missions. only be played at the discretion of the group. If
a guard captain is allowed, there may only be
Abilities: Will 4, Health 4 one per group. If a tenderpaw is played, one of
Skills: Cook 2, Fighter 3, Hunter 3, Scout 2, the other players must be his mentor.
Healer 2, Pathfinder 2, Survivalist 2, Weather
Watcher 2 Two Patrol Leaders in a Patrol
Starting age: 21-50 (Birth years: 1102-1131)
In groups of four players, there can be
Patrol Leader two patrol leaders if the other two players
wish to take on the roles of tenderpaws.
Patrol leaders are patrol guard who have
demonstrated they can think independently and Choosing Skills
guide other mice.
The character sheet lists a number of
Abilities: Will 5, Health 4 skills that are most common to
Skills: Fighter 3, Hunter 3, Instructor 2, guardmice. Your character won’t start
Loremouse 2, Persuader 2, Pathfinder 3, with ratings in all of those skills. Your rank
Scout 2, Survivalist 3, Weather Watcher 2 determines your starting skill package. Note all
Starting age: 21-60 (birth years: 1092-1131) of the skills you receive from your rank on your
character sheet.
Guard Captain
In the next steps, you’ll choose to focus on a
Guard captains are powerful mice appointed to handful of skills. You can learn other skills
the highest rank in the Guard due to their long- during play, or rely on your patrolmates to pick
standing service and exemplary valor. up your slack.

Abilities: Will 6, Health 3 If you want to choose a skill that’s not listed on
Skills: Administrator 3, Fighter 3, Healer 2, your sheet, write it in an available space and
Hunter 3, Instructor 2, Militarist 3, Orator 2, note its rating.
Pathfinder 3, Scout 3, Survivalist 3, Weather
Watcher 3
Starting age: 41-60 (birth years: 1092-1111)

301

Starting Skill Ratings Elmoss
A once thriving city known for its medicinal
When choosing a skill you don’t have, moss.
write it on your characer sheet at rating
2. If you choose a skill for which you already Skills: Carpenter, Harvester
have a rating, increase that rating by one up to Traits: Alert
a maximum of 6.
Ivydale
Where Were You Born? Renowned for its bakers and bread.

Choose a mouse town or city in which Skills: Harvester, Baker
your character was born. Each city Traits: Hard Worker
has its own culture as represented by
the skills and traits it provides. Lockhaven
The home of the Mouse Guard.
Choose one trait and one skill from the
city in which your character was born. If Skills: Weaver, Armorer
you don’t have the skill, add it to your character Traits: Generous, Guard’s Honor
sheet at rating 2. If you have the skill, increase
its rating by one. Port Sumac
A busy little port town between Darkwater and
Barkstone Rustleaf.
A busy working-class town.
Skills: Boatcrafter, Weather Watcher
Skills: Carpenter, Potter, Glazier Traits: Tough, Weather Sense
Traits: Steady Paw
Shaleburrow
Copperwood A simple town known for its delicious drinks!
One of the oldest cities and home to one of the
two mines in the Territories. Skills: Mason, Harvester, Miller
Traits: Open-Minded
Skills: Smith, Haggler
Traits: Independent Sprucetuck
Known for its scientists, medicine and scent
302 concoctions.

Skills: Scientist, Loremouse
Traits: Inquisitive, Rational

Recruitment

Chris decides that his guardmouse is from Chris chooses Manipulator. He doesn’ t have
Elmoss. He notes the Carpenter skill and Alert that skill yet, so he writes a rating 2 next to it
trait on his character sheet in the appropriate on the character sheet.
spaces.

Life Experience What was your parents’ trade?

You will be given a number of choices Choose one skill from the following list.
about your character’s skills in each of Also, note this skill next to your Parents
the following sections. on the character sheet.

Pick an area in which you’re Apiarist Carpenter Potter
naturally talented. Archivist Cartographer Smith
Armorer Glazier Stonemason
Tenderpaws and guard captains choose Baker Harvester Weaver
Boatcrafter Insectrist
two. Guardmice, patrol guard and patrol Brewer Miller

leaders choose one.

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

303

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
the material needs of the Guard. It is the mentor’s role to train the recruit as he
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:

Chris’s character’s senior in Lockhaven was a Fighter Instructor Survivalist
carpenter. He increases his Carpenter skill from Healer Pathfinder
3 to 4. Hunter Scout Weather
Watcher

Chris’s character’s mentor stressed the
Survivalist skill during training. He increases
his Survivalist from 2 to 3.

304

Recruitment

What’s Your Specialty? choices will limit some of your skill and trait
choices later. Note any restricted items on your
Each player, except for tenderpaws, character sheet list for now.
choose a skill from the list below. Each
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
you have when you need it?
Fighter Instructor Survivalist
Healer Pathfinder If you save for winter, increase your Nature
Hunter Scout Weather by 1. If you do not, you may take the Bold,
Watcher Generous or Impetuous trait at level 1.

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

All characters have a base Nature of 3.
Answer the following three questions to
determine your final starting Nature score. The

305

Being Wise Wises B
Badger-wise, Barkstone-wise, Bird-wise,
There is a special set of abilities known as wises. Blizzard-wise, Bramble-wise, Brush fire-wise,
They represent pure knowledge and experience. Burrow-wise

What are you particularly Wises C
knowledgeable about? Celebrations-wise, Clear and warm weather-
wise, Coast-wise, Cold rain-wise, Cold
You start with a number of wises in snap-wise, Copperwood-wise, Coyote-wise,
proportion to your rank. Wises are not Craft-wise, Crime-wise
rated and are listed in a special section
of the character sheet. Wises D
Darkheather-wise, Deer-wise, Drought-wise
Rank Wises
Tenderpaw* 1 Wises E
Guardmouse 1 Elmoss-wise, Epidemic-wise, Escort-wise
Patrol Guard 2
Patrol Leader 3 Wises F
Guard Captain† 4 Famine-wise, Flash flood-wise, Forest fire-
wise, Forest-wise, Fox-wise, Freezing-wise,
*Tenderpaws choose one of the following: Code Frog-wise
of the Guard-wise or Legends of the Guard-
wise. They do not choose from the general list. Wises G
Governor-wise, Grain-wise, Guard captain-
†Guard Captains must take Lockhaven-wise or wise, Guardmouse-wise
Matriarch-wise as one of their wises.
Wises H
Choose from the alphabetized list below Harvest-wise, Hawk-wise, Heat wave-wise,
or read the Specific Wises headings for Herb-wise, Hidey hole-wise
guidelines on creating your own wises:
Wises I-K
Wises A Ice storm-wise, Ice-wise
Apiary-wise, Armor-wise, Autumn storm-
wise

306

Recruitment

Wises L Wises U-V
Lake-wise, Leaf cover-wise, Lockhaven-wise Unseasonably cold-wise, Unseasonably
warm-wise
Wises M
Mail-wise, Medicine-wise, Moose-wise, Moss- Wises W-Z
wise, Mouse Guard-wise, Mud-wise War-wise, Weasel-wise, Widget-wise, Wild
country-wise, Wild mouse-wise, Wolf-wise
Wises N
Night-wise, Nut-wise Specific Town Wises
The wises list provides examples of wises
Wises O for towns—Lockhaven-wise, Elmoss-wise,
Open ground-wise, Owl-wise etc. If you wish to take a wise for an unlisted
settlement, you may. Note the settlement and
Wises P add “-wise” to it. You’re done.
Path-wise, Patrol guard-wise, Patrol leader-
wise, Planting-wise, Poison-wise, Pond-wise, Specific Animal Wises
Predator-wise The wises list provides example wises for
animals—Raccoon-wise, Owl-wise, etc. If you
Wises R wish to take a wise for an unlisted animal,
Raccoon-wise, Rain-wise, Raven-wise, Turkey Vulture for example, you may. Note
Rebellion-wise, Recipe-wise, Road-wise, the wise on your character sheet as Turkey
Rocky terrain-wise Vulture-wise or whatever animal you wish.

Wises S Specific Mouse Wise
Scent Border-wise, Shaleburrow-wise, Shield- You may take specific wises for types or groups
wise, Shore-wise, Shortages-wise, Snake-wise, of mice—Mouse Guard-wise, Governor-wise,
Snow-wise, Sprucetuck-wise, Squirrel-wise, Wild Mouse-wise, etc. If you do not see the
Star-wise, Stream-wise, Swamps-wise group of mice listed in the wises, you may
develop your own wise to represent the group.
Wises T For example, Armorer-wise, Apiarist-wise,
Tall grass-wise, Tenderpaw-wise, Thorn-wise, Bandit-wise and so on.
Thunderstorm-wise, Tide-wise, Tradesmouse-
wise, Trail-wise, Transport-wise, Trap-wise, For his character, Chris chooses Lockhaven-wise.
Tunnel-wise, Turtle-wise
307

Guard Resources The first rank of a trait gives you +1D
once per session in a situation where the
Resources represent the Guard’s pay, but also trait would be useful to the task at hand. The
how resourceful and clever the mouse is with his second rank gives you +1D for two rolls in a
possessions and material goods. session. The third rank of a trait grants +1s to
all rolls related to the trait.
Your character’s base Resources rating is
determined by his rank: tenderpaw 1, Choose a quality you were born with
guardmouse 2, patrol guard 3, patrol leader 4,
guard captain 5. All players get one check from this list.
They can reinforce their hometown trait
Guard Circles if it’s available, or pick something new.

The Circles ability represents how well- Bigpaw Fearful Quiet
connected your character is. Bitter Fearless Scarred
Bodyguard Fiery Sharp-Eyed
Tenderpaws start with a Circles rating of Bold Generous Sharptooth
1. Guardmice start with a Circles rating of Brave Graceful Short
2. Patrol guard and patrol leaders start with a Calm Guard’s Honor Skeptical
Circles rating of 3. Guard captains start with a Clever Innocent Skinny
Circles rating of 4. Compassionate Jaded Stoic
Cunning Leader Stubborn
Mouse Traits Curious Longtail Suspicious
Deep Ear Lost Tall
Traits describe the personality quirks and Defender Natural Thoughtful
special qualities that guardmice possess. Determined Bearings Tough
Driven Nimble Weather Sense
Trait selection is similar to skill Early Riser Nocturnal Wise
selection. You can choose a variety of Extrovert Oldfur Wolf’s Snout
traits or choose one or two traits Fat Quick-Witted Young
multiple times. Each time you choose a trait you
increase its value. There are three ranks of traits. At this point, Chris has a good feel for his
character. He built his skills to be tough and
308

Recruitment

capable. He’s not rich, but neither is he poor. Patrol Guard, guardmice and tenderpaws do not
He doesn’ t know a lot of mice, and has made make this selection.
some enemies. Now he wants to pick a trait to
give him an unexpected softer edge. He chooses Bitter Early Riser Scarred
Compassionate. He writes that on his character Bodyguard Fearful Sharp-Eyed
sheet and marks the first level of the trait. Brave Fearless Skeptical
Calm Jaded Skinny
Choose something you learned or Clever Leader Stoic
inherited from your parents Compassionate Natural Thoughtful
Cunning Bearings Tough
This is for tenderpaws only. Take one Curious Nocturnal Weather Sense
Defender Oldfur Wise
check on this list. Driven Quiet

Bigpaw Fearful Quiet
Brave Fearless Scarred
Calm Fiery Sharptooth
Clever Generous Short
Compassionate Graceful Skeptical
Curious Longtail Skinny
Deep Ear Lost Stubborn
Defender Natural Suspicious
Determined Bearings Tall
Early Riser Nimble Tough
Extrovert Quick-Witted Wolf’s Snout

Life on the Road

Patrol leaders and guard captains may
also choose a trait that represents a
lesson learned during their tenure in the Guard.

309

Name Common Mouse Names

Choose a name for your character. Male Female

Common Mouse Names Seyth Rona
Siemon Rosalee
Male Female Sloan Sayble

Abram Autumn Tander Serra

Aengus Aynslle Thom Sloan

Algomin Baeylie Thurstan Sylvia

Beagan Brynn Trevor Taryn

Brand Caley Vidar Tinble
Walmond Veira
Cale Clove

Caley Daewn Chris decides to name his character Baron. It’s
not on the list, but he likes the sound of it. And
Connor Dalia the name is similar in spirit to Saxon.

Curt Daye

Faolan Gale

Finn Ingrid Fur Color

Folker Ivy Choose a fur color for your mouse. Brown is
most common, followed by blonde and gray.
Gamlion Josephine Black and white are uncommon and red is rare.

Garnier Julyia Chris decides that Baron’s fur is light brown.

Garrow Kearra

Grahame Laurel

Gurney Lilly

Hannidy Loonis Parents

Henson Loralai You decided where you were born,
what you learned and inherited from
Jasper Maren your parents. Now it’s time to name
them. Choose appropriate names and write them
Joseff Millicent on your character sheet.

Kole Moira Chris names his folks Ma and Pa Twistwood.

Laird Nola

Noelan Quinn

310

Recruitment

Senior Artisan on hard times and became a bandit. Even so,
Baron never faulted his friend and still tries to
What is the name of the senior artisan whom remain close to him.
you apprenticed with? Name him now and note
him on your character sheet. Enemy

His senior is named Feris the Carpenter. Optionally, you can decide if your
character has an enemy. If so, choose
Mentor a name, pick a profession or specialty
and place him, her or it in or near one of the
Who was your Guard mentor? In the towns or cities on the map.
case of tenderpaw characters, this
must be a current player character, Your enemy can be from before your days in
preferably a patrol leader. If not, then the mentor the Guard or from your time in service. It is
must be an older mouse. For other, more permissible for the players to choose a common
experienced characters, the mentor must be enemy.
either an NPC or a player character with the
Oldfur trait. Chris decides that Baron has run afoul of
another patrol leader early on in his career. A
Baron’s mentor is a patrol leader named Gavin. mission went wrong and now these two mice
He frequents the forests near Baron’s home, do not like each other at all. Chris names him
Elmoss. Paul.

Friend Cloak Color

Decide if your mouse has a good Your mentor gave you your cloak on
friend who can be relied upon. If so, the day you were formally inducted
choose a name, pick a profession or into the Guard. What color is it and
specialty and place him or in or near one of the why? What part of your personality made your
towns or cities on the map. mentor decide on that particular color?

Chris decides that Baron’s friend is a mouse Tenderpaws do not start with a cloak and
named Tuk. They grew up together in Elmoss. therefore do not make this choice.
Baron went on to join the Guard, while Tuk fell
311

For Baron, Chris chooses a gold cloak. He tells Goal
the group that his mentor chose it to reflect
Baron’s compassionate core. Write a Goal for your character based
on the mission you’ve been assigned.
First Mission A Goal is an objective you could
feasibly accomplish in the near future via the
Stop and discuss what’s going on in actions of your character.
your game before going any further.
Check out The Mission if you need to For the Deliver the Mail mission, Chris writes
and then come back to writing your Belief, Goal Baron’s goal: “I will ensure that none of my
and Instinct. patrolmates come to harm on this mission.”

Belief Writing Goals is discussed in the Mouse Guard
chapter.
Write a Belief for your character based
on how he views his role in the Guard. Instinct
A Belief is an overarching ethical or
moral stance. How does your character react?
What has your guardmouse been
Chris writes the following Belief for Baron: “I’ ll trained to do? Write an Instinct for
build a good name for the Mouse Guard.” He your character.
bases this Belief on Baron’s compassionate side.
He knows that Baron is going to be called on In order to play off of some of the history that
to fight, but perhaps he can use his talents to he built for his character, Chris writes the
demonstrate that the Guard is a force for good. following Instinct: “Anticipate what the patrol
leader needs.”
Writing Beliefs is discussed in the Mouse Guard
chapter. Chris tells the group, “This is for two reasons.
First, Baron really likes Dain, our patrol
312 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.

Gear Recruitment
313
What weapon does your mouse carry?
Common choices include: shield,
knife, sword, staff, spear, hook and
line, halberd, sling, and bow.

Does he have any other tools or devices for his
job? Note your choice down on your character
sheet.

Trying to keep it simple, Chris chooses a halberd
for Baron’s weapon and a carving knife as
an additional piece of equipment. If he needs
anything else, he’ ll make it on the fly using his
Survivalist skill.

Starting Rewards

All characters begin the game with one fate point
and one persona point. Write them in on your
character sheet now.

Chris notes these on his character sheet in the
appropriate spot.

Index Key Animals and Disposition 105 Baron 286 Brave 261

CHAPTER Animals Twist 81, 281, 289 Bat 205 Breaking Ties 89
Section, Skill or Trait
Heading Apiaries 139 Beaver 205 Break Tie: Earns 2 Checks 259
Detail
Apiarist 192 Bees 204 Brewer 193

Apiarist 240 Beetles 204 Brewer 242

Apiarist Factors 240 Beetle Wrangler 193 Brewer Factors 242

+D/-D 13 Appleloft 178 Beginner’s Luck 95 A Brief History of the Mouse

0 Resources 236 Applying Conditions as Behind the Scenes 97 Guard 16

24 Skills 228 Part of a Compromise 128 Being Wise 306 Brush Fires and Forest Fires 144

ABILITIES AND SKILLS 224 Archivist 192 Belief 29, 42, 312 Build From One Conflict

Abilities Can Always Help Archivist 240 Beliefs 274 to the Next 102

Abilities 94 Archivist Factors 240 Benefits of Promotion 163 Building 144

Accomplishing a Goal 51 Argument 100, 111 Bigpaw 261 Bullfrog 207

Accomplishing Goals 45 Armor 118 Binding Results 115 Bullfrog Nature 5 207

Acting Against Your Nature 230 Armorer 192 Bird 206 Calm 261

Acting on Your Belief 50 Armorer 240 Birth Year 25 Calogero 178

Acting with Your Nature 230 Armorer Factors 240 Birth Year 275 Canon 14

Action 1, 2 and 3 110 Assign a Mission 56 Bitter 261 Can Only Carry So Much 35

Action Abstraction 106 Assign Mission 80, 280 Black Bear 206 Carpenter 194

Actions 105 Attack 107 Blackrock 178 Carpenter 242

Action Table 109 Autumn Storms 146 Blinded with Science! 222 Carpenter Factors 242

Administrator 191 Axe 116 Blizzard 151 Cartographer 194

Administrator 239 Badger 204 Blue Jay 207 Cartographer 242

Administrator Factors 239 Badger Nature 8 205 Boatcrafter 241 Cartographer Factors 242

Advancement 225 Badger Weapons 205 Boatcrafter Factors 241 Challenge the Patrol with

Advancing Taxed Nature 226 Baker 193 Boatmouse 193 Weather, Wilderness,

Age 156 Baker 241 Bodyguard 261 Animals and Mice 64

Alert 260 Baker Factors 241 Bold 261 Challenging Beliefs 43

All Together Now 300 Bandit 193 Botching a Rule During Challenging Goals 46

Angry 126, 130 Barkstone 170 the Game 78 Challenging Instincts 48

Animal Lore 221 Barkstone 302 Bow 116 Change or Elevate a Trait 159

Animals 61 Barmouse 193 Brambles and Thorns 168 Change or Remove a Trait 159

314

Index

Changing Beliefs 43 Conditions of Success 92 Dice 12 Fiery 263

Changing Goals 47 CONDITIONS & RECOVERY 125 Dirty Tricks 121 Fight 100, 112

Changing Seasons 134 CONFLICT 98 Disposition Roll 227 Fighter 243

Character Sheets 78 Conflict Captain 102 Dorigift 178 Fighter Factors 243

Charge a Trait: 3 Checks 260 Conflict example 110 Double-Tapping Nature 232 Fighting Weapons 116

Charlatan 194 Conflict Goals 103 Driven 263 Fighty Goals for

Chase 100, 111 Conflicts 68 Drought and Famine 182 Fighting Conflicts 104

Checks and Tests 73 Conflicts Earn One Test Droughts 142 Find the Grain Peddler 280

Choose a quality you were per Ability or Skill 226 Duties 57 Find the Grain Peddler

born with 308 Contacts 34 Duties of the Mouse Guard 20 Character Templates 276

Choose something you learned Continuing Games 55 Early Riser 263 Finished! 164

or inherited from your Continuing the Earning Fate Points 50 First and Third Person 10

parents 309 Adventure 83, 283, 290, 298 Earning Persona Points 51 First Mission 57

Choose your Weapon 117 Control 10 Earning Rewards 37 First Mission 312

Choosing Skills 301 Cook 194 Earning Rewards 49 First Session 55

Choosing Templates 274 Cook 243 Elements of a Skill 239 Five Traits Max 160

Circles 32 Cook Factors 243 Elements of a Trait 255 Flash Floods 142

Circles 236 Copperwood 170 Elmoss 172 Flintrust 179

Circles and NPC Tests 239 Copperwood 302 Elmoss 302 Flying Squirrel 208

Circles Factors 237 Coyote 207 Embodiment 52 Forager 195

Circles Success 238 Crab 207 Emergency Shipments 155 Forest 166

Circles Twist— Creating your own 181 Ending the GM’s Turn 71 FOREWORD 5

The Enmity Clause 238 Crickets 204 End of Session 83, 283 Form Your Patrol 55

City Trait Descriptions 256 Crow 208 End of the Session 77 Form Your Patrol 80, 280

Clean the Slate 226 Cunning 262 Enemies to Friends, Fortifications 120

Clear and Cold 151 Curious 262 Friends to Enemies 238 Found Mouse 82, 281

Clear and Warm 136 Cut to the Chase 121 Enemy 311 Fox 209

Clearing up Confusion 96 Dain 284 Enemy or Rival 27 Free Test 259

Clever 262 Darkheather 186 The Enmity Clause 238 Friend 311

Cloak Color 29 Darkheather and the Wild Epidemic 183 Friend or Ally 27

Cloak Color 275 Country 186 Escort 155 Frog 209

Cloak Color 311 Darkwater 178 Escorting 20 Frostic 179

The Coast 169 Death and Checks 79 Escorting 150 Fulfilling Beliefs 43

Cold Rain 146 Death and Compromises 122 Evidence 119 Fun Once! Let’s Not Do It Again91

Cold Snap 152 Death and Killing 121 Example Guardmouse 23 Fur Color 25, 310

Combined Arms 120 Deep Ear 262 Extended Missions and Fur Color 275

Command Structure 120 Deeper Understanding 271 Short Turns 72 Further Missions 57

The Comics 14 Deer 208 Extrovert 263 Gather 80, 280

Common Mouse Names 310 Defend 107 Factoring Obstacles 228 The Gathering 54

Common Resources Defender 262 Failed Tests 91 Gear 34, 313

Obstacles 235 Deliver the Mail 288 Failure 68 Gear 275

Communication and Culture 220 Deliver the Mail Character Failure in the Players’ Turn 75 Gear Against Obstacles 93

Compassionate 262 Templates 284 Fall 146 Gear for Conflicts 116

Complex Obstacles 68 Delivering Mail 20 Fall Animals 148 Generous 263

Complex Obstacles 92 DENIZENS OF THE Fall Celebrations 150 Getting Started 8

Compromise 113 MOUSE TERRITORIES 189 Fall Duties 148 Gilpledge 179

Compromise: Lost About Half 114 Depleting Nature 231 Fall Weather (5) 146 Glazier 195

Concept 300 Depleting Resources 236 Fall Wilderness 148 Glazier 244

Conditions 35 Describe Your Action 87 Fat 263 Glazier Factors 244

Conditions and Seasons 128 Designing a Mission 60 Fate 36 GM Notes Beliefs, Instincts

Conditions in a Compromise 115 Designing a Mission 81, 281 Fearful 263 and Relationships 55

Conditions in a Conflict 128 Destruction 296 Fearless 263 GM Notes Goals 59

Conditions in Disposition 128 Determined 263 Feint 108 GM’s Role

Conditions of Failure 127 Determine Type of Conflict 100 Ferret 203 in the Players’ Turn 76

315

The GM’s Side 102 How do you convince people Leader 265 Military Weapons 120

GM’s Turn 81, 281, 288, 295 that you’re right or to do Leaf Cover 168 Milk Snake 213

The GM’s Turn 66 what you need? 303 Learning a New Skill 227 Miller 197

Goal 30, 44, 312 How Strongly Do You Believe? 62 Lesser-Known Towns and Miller 248

Goals 274 How Urgent Is Your Goal? 63 Settlements 178 Miller Factors 248

Going Against Your Instincts 48 How Vulnerable Is Lester 297 Mink 203

Goose 210 Your Instinct? 63 Level 1 Trait 256 Minor Compromise 114

Graceful 263 How We Play 64 Level 2 Trait 257 Miss Flower 297

The Grain Peddler 82, 282 Hungry and Thirsty 126, 130 Level 3 Trait 257 Missing a Session 78

Great Horned Owl 210 Hungry and Thirsty 130 Lieam 40, 279 Mission Goals 45

Green Snake 211 Hunter 196 Life Experience 303 THE MISSION 53

Ground Squirrel 211 Hunter 245 Life on the Road 309 Missions 56

Guard Captain 190, 301 Hunter Factors 245 Light Armor 118 Missions and Seasons 134

Guard Captains 58 Hunting Predators 21 The Limits of Mousehood 121 Mixing Conflict Types 102

Guard Circles 308 Hurt: Earns 2 Checks 259 The Little S 13 Modifiers to Disposition 105

The Guard’s Oath 19 I Am Wise 92 Livestock 204 Moose 213

Guardmice 190 I Am Wise 271 Locals or Smart Mice 121 Morten-Harvest 150

Guardmouse 191, 300 Ice 152 Lockhaven 18 THE MOUSE GUARD 15

Guardmouse to Patrol Guard 161 Ice Storm 152 Lockhaven 174 Mouse Nature 305

Guard Rank 29, 300 If you lose a killing conflict 123 Lockhaven 302 Mouse Traits 308

Guard Resources 308 If you win a killing conflict 122 Longtail 265 Moving From Obstacle

Guard’s Honor 264 Impede: Earns 1 Check 258 Loremouse 247 to Obstacle 69

Gwendolyn 57 Independent 264 Loremouse Factors 247 Mud 167

Gwendolyn 190 Independent Tests 88 Losing a Character 78 Multiple Conditions 127

Haggler 244 Inherent Abilities 30 Losing a Character 124 Muscle 197

Haggler Factors 244 Injured 126, 131 Losing a Conflict 113 Musfire 145

Halberd 116 Innocent 264 Losing a Player 79 MVP 51

Hard Worker 264 Inquisitive 264 Lost 265 Name 25

Hare 211 Insectrist 245 Mail Delivery 140 Name 275

Harold the Brewer 297 Insectrist Factors 246 Maintaining the Scent Border 21 Name 310

Harvest 150 Instinct 30, 47, 312 Major Compromise 115 Nathaniel 293

Harvester 195 Instincts 275 Major Towns and Cities 170 Natural Bearings 265

Harvester 244 Instructor 246 Making Ties 89 Naturalist 197

Harvester Factors 244 Instructor Factors 246 Maneuver 108 Natural Order 221

Hawk 211 Intimidation or Deception 118 Manipulator 247 Natural Order Scale 222

Healer 196 Invoking the Manipulator Factors 247 Nature 30

Healer 245 Negative Aspect 258 Mapleharbor 179 Nature 230

Healer Factors 245 Ironwood 179 Maps 121 Nature 0, Nature 7 232

Health 31 IT REVOLVES ON THIS 7 Margin of Failure 14 Nature 7 233

Health 234 IT’S WHAT WE FIGHT FOR 41 Margin of Success 14 Nature Foraging Factors 233

Health Obstacles 234 Ivydale 173 Marten 203 Nature Maximum Rating 0 232

Heat Waves 142 Ivydale 302 Mediating Disputes 21 Nature Taxed to 0 232

Heavy Armor 118 Jaded 265 Memorials 163 Negotiation 101, 112

Heavy, Clumsy Journey 101, 112 Mentor 27, 311 New Goals 47

and Cumbersome 241 Keeping Rewards 79 Mentor During Play 28 New Instincts 49

Helping Actions 103 Kenzie 38, 276 Merchant 197 The New Trait 158

Hermit 196 Kenzie, Saxon and Lieam 37 Message Running 155 New Wises 272

Hero in the Fore 120 Kestrel 212 Mice 61 Newt 213

Heron 212 Killdeer 212 Mice Obstacle 288 Nimble 265

Home 25 Kyle 292 Mice of the Territories 191 No Converting Tests 226

Hometown Advantage 235, 237 Laborer 196 Mice Twist 289 Nocturnal 266

Hook and Line 116 Laborer 246 Militarist 247 Not the Eggs! 296

How Can I Help? 94 Laborer Factors 246 Militarist and Scientist 221 No Weasels 87

Lakes and Ponds 166 Militarist Factors 248 Numbers and Ratings 33

316

Index

The Patrol 22 Patrol Leader to Guard Captain162 Rebellion 184 Scent Borders 188

The Players’ Turn 72 Patrolling 20 Rebuilding 140 Scientist 198

The Power of a Season 134 Pebblebrook 179 Recharge a Trait 260 Scientist 250

The Prologue 56 Peddler 197 Recover 74 Scientist Factors 250

Obstacle 0 Tests 227 Performance 10 Recovering Nature 231 Scout 250

Obstacles 67 Persona 37 Recover Quickly: 2 Checks 260 Scout Factors 250

Obstacles 86 Persuader 249 Recovery 129 Season 56

… for Brambles and Thorns 168 Persuader Factors 249 Recovery Help 95 Seasonal Sessions 72

… for Lakes and Ponds 166 Pick an area in which you’re Recovery Order 130 Seasonal Weather 134

… for Leaf Cover 168 naturally talented. 303 RECRUITMENT 299 Season Disposition 105

… for Mud 168 Picking Fights and Stuff REFERENCE 320 SEASONS 133

… for Open Ground 169 in the Players’ Turn 75 References 9 Seasons Scale 134

… for Rocky Terrain 168 Pick Two 61 Reflection 158 Senior Artisan 26, 311

… for Streams 167 Pine Snake 215 Refresh the Scent Border 150 Senior Artisans During Play 27

… for Swamps 167 Planting 140 Regroup, Reequip 74 Seniority 58

… for Tall Grass 167 Players’ Role in the GM’s Turn 70 Repeating Yourself 119 Set in Stone 275

… for the Coast 169 Players’ Turn 83, 283, 290, 298 Replenishing Stores 140 Setting Obstacles 86

… for the Forest 166 Player Suggestions 82, 281 Rescue 155 Settlement Armies 181

Of Course! 272 Player Versus Player in Rescue Operations 140 Settlement Governments 181

Oldfur 266 the GM’s Turn 71 Rescuing Mice 21 Settlement Resources 181

One Player and the GM 74 Playing Against a Belief 51 Resources 32 Settlements and the Guard 181

Open Ground 169 Playing an Instinct 50 Resources 235 Shaleburrow 176

Open-Minded 266 Playing Beliefs 43 Resources Factors 236 Shaleburrow 302

Opossum 213 Playing Goals 45 Resources Obstacles 235 Sharp-Eyed 266

Orator 248 Playing Nice and Rest and Recover 156 Sharptooth 267

Orator Factors 248 Negotiating Goals 75 Retirement 162 Sheets of Paper 12

Other 102, 112 Play the Relationships Return to Lockhaven 156 Shield 117

Other Players’ Roles During and Characters 76 Rewards 36 Shorestone 180

the Players’ Turn 77 Politician 197 Rewards for Goals, Beliefs Short 267

Otter 214 Porcupine 215 and Instincts 77 Shortages 182

Otter Nature 7 214 Port Sumac 175 Right Tools for the Job 121 Shrike 216

OVERCOMING OBSTACLES 85 Port Sumac 302 The Rival 296 Sick 126, 132

Overcoming Weather, Potter 198 The River Is Rising 62 Simple Obstacles 67

Wilderness, Animals Potter 250 Robin 287 Sitting Out a Conflict 103

and Mice 66 Potter Factors 250 Rocky Terrain 168 Six-Sided Dice 12

Owl 214 Practice 156 Roleplay 90, 119 Skeptical 267

Parents 25, 310 Presented with an Obstacle 87 Roleplaying 9 Skill Factors 229

Parents During Play 26 Pressure’s On 67 Rolls and Tests 10 Skill Ratings 275

Parents, Mentor, Senior Artisan, Problems in the Territories 182 Rootwallow 179 Skills 33

Enemy and Friend 275 Procedure for Conflicts 99 Rustleaf 180 Skills Help Skills 94

Part Animal, Part Enemy 201 Prologue 80, 280 Sable 203 Skink 217

Participants 102 Promises 119 Sadie 23, 278 Skinny 267

Pass and Fail in Conflicts 116 Promotion 160 Salamander 216 Skunk 217

Passed Tests 90 Prompt the Players with the Sample Mission 80 Sling 117

Passing the Checks 74 Rules 76 Sample Mission NPCs 290 Sloan 294

Passing the Spotlight 11 Properly Equipped 120 Sample Mission NPCs 297 Smith 199

Pathfinder 249 Quentin 285 Sample Mission Obstacles 288 Smith 251

Pathfinder Factors 249 Quick-Witted 266 Sample Mission Obstacles 295 Smith Factors 251

Pathfinding and Clearing 20 Quiet 266 SAMPLE MISSIONS 273 Snake 110, 217

Patrol 110 Raccoon 215 Sample Mission Twists 289, 296 Snapping Turtle 218

Patrol Guard 191, 301 Range of Difficulty 228 Sandmason 180 Snow 151

Patrol Guard to Patrol Leader 161 Rating 0 127 Saxon 39, 277 Snow Cover 152

Patrol Leader 190, 301 Rational 266 Scarred 266 Soldier 198

Patrol Leaders 58 Raven 215 Scent Border 139 Spear 117

317

Speech 101, 112 Tall Grass 167 Two Types of Tests 88 Which Skill Do I Use? 111

Spending Persona Points on Tally 305 Tying a Conflict 113 Whistle Pig 219

Unskilled Tests 95 Tapping Nature 37 Undetailed Settlements 181 Whistle Pig Nature 5 219

Spending Trait Checks 259 Tapping Your Nature 231 Unfinished Business 163 Who Leads Missions? 58

Spring 136 Taxing Nature 230 Unplanned Stories 11 Who Makes the Test? 87

Spring Animals 139 Teacher 199 Unseasonably Cold 138 Wild Animals 204

Spring Celebrations 140 Teamwork 93 Unseasonably Cold 146 Wild Country 188

Spring Duties and Tasks 139 Teamwork in Conflicts 103 Unseasonably Warm 138 Wilderness 60

Spring Rain 136 Template Tweaking 274 Unseasonably Warm 146 Wilderness 165

Spring Snow 136 Tenderpaw 191, 300 Unseasonably Warm 152 Wilderness Obstacle 288

Spring Storms 136 Tenderpaw to Guardmouse 160 Using Instincts 48 Will 31

Spring Weather (6) 136 Terms 14 Using Nature for Disposition 105 Will 233

Spring Wilderness 139 THE TERRITORIES 165 Using This Book 8 Will Obstacles 234

Sprucetuck 177 Testing Circles 33 Using Traits Against Yourself 257 Windselm 180

Sprucetuck 302 Testing Circles 237 Using Traits to Help Yourself 256 Winging It 229

Staff 117 Testing GM-Controlled Using Wises 272 Winning a Conflict 113

Standard Session 72 Characters 97 Vernalstar 140 Winter 151

Starting a Conflict 99 Tests 87 Versus Tests 88 Winter Animals 154

Starting Disposition 104 Tests in Players’ Turn 259 Very Limited Recovery 67 Winter Celebrations 155

Starting Rewards 313 Thom 291 The Voice of the Mice 58 Winter Duties 155

Starting Skill Ratings 302 Thoughtful 268 Wanderer 199 Winter Session 156

Stay Involved 76 Threaten Relationships 63 War 101, 112 Winter Weather (7) 151

Steady Paws 267 Thunderstorms 141 War 186 Winter Wilderness 152

Stoic 267 Tiebreaker Rolls 89 Warm and Humid 141 Wise 268

Stonemason 199 Ties and Advancement 227 War with Animals 221 Wise Effects 271

Stonemason 251 Time, Weather and Weapon of Choice 35 Wise Rules 271

Stonemason Factors 251 Night Factors 229 Weapons of Wit 118 WISES 270

Strategy 120 Tired 126, 131 Weasel Allies 203 Wises 33

Streams 167 Toad 218 Weasel Captain 202 Wises and Help 95

Structure of Play 12 To Be a Hero 62 Weasel Nature 201 Wises Make You Wise 93

Structure of the Book 8 Too Much Danger Weasel Overlord 202 With whom did you apprentice

Stubborn 268 for One Team 116 Weasel Peasant Conscript 202 for the Guard? What was that

Success 68 Tough 268 Weasels 201 mouse’s trade? 304

Successes 13 Town Captain 199 Weasel Soldier 202 Wolf 219

Summer 141 Trail Blazing 20 Weasel Spy 202 Wolfepointe 180

Summer Animals 144 TRAITS 255 Weasel Tunnel Lord 202 Wolf’s Snout 269

Summer Celebrations 145 Traits 34 Weather 60 Wolverine 220

Summer Duties and Tasks 144 Traits and Checks Weather Sense 268 Woodpecker 220

Summer Rain 141 in the Players’ Turn 75 Weather Twist 289 Work 144

Summer Weather (4) 141 Traits in the GM’s Turn 71 Weather Watcher 252 Workhorse 52

Summer Wilderness 142 Transport Escorts 145 Weather Watcher Factors 252 Working Toward a Goal 50

Supplies 239 Travel 144 Weather Watching 21 Write Different Goals 59

Supplies and Ammunition 120 Trouble in Grasslake 295 Weaver 199 Write Session Goals 59

Surrender 115 Trouble in Grasslake Weaver 253 Write Session Goals 81

Survivalist 251 Character Templates 291 Weaver Factors 253 Write Session Goals 280

Survivalist Factors 251 Turkey Vulture 218 What are you particularly Writing Beliefs 42

Suspicious 268 The Turtle 295 knowledgeable about? 306 Writing Goals 44

Swamps 167 Turtle 219 What did your mentor stress Writing Instincts 48

Sword 117 Twists 91 in training? 304 Young 269

Swords, Axes and Snakes 12 Twists, Conditions and What’s Your Specialty? 305 The Young Miss 297

Table Chatter 11 Recovery 132 What was your You Reap What You Sow 94

Table Chatter Discussions 87 Twists in the Players’ Turn 75 parents’ trade? 303 Yulefrost 155

Taking Turns 11 Two Patrol Leaders When Is Death on the Line? 104

Tall 268 in a Patrol 301 Where Were You Born? 302

318

Index
319

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.
Torchbearer, Thor Olavsrud and Luke Crane, Burning Wheel HQ.
The Burning Wheel Fantasy Roleplaying System, Luke Crane, Burning Wheel HQ.
The Character Burner, Luke Crane, Burning Wheel HQ.
The Monster Burner, Luke Crane, Burning Wheel HQ.
Burning Empires, Luke Crane and Christopher Moeller, Burning Wheel HQ.
Mammals of Michigan Field Guide, Stan Tekiela, Adventure Publications.
Birds of Michigan Field Guide, Stan Tekiela, Adventure Publications.
Reptiles and Amphibians of Michigan Field Guide, Stan Tekiela, Adventure Publications.
Plus ample use of wikipedia.org.

This book was created on a Macintosh iMac 3.2 Ghz Intel Core i5 using Adobe Creative Suite—
specifically InDesign CS 5. The fonts Tiepolo, Caliban, ringbearer and Hobby Horse are used throughout.

320


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