Mouse Guard crib sheet
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Tests
Base pool
Within Nature | Outwith Nature | |
---|---|---|
Have skill |
Skill or Nature (no Tax) Can Tap Nature (1 Persona, Tax on fail) |
Skill Can Tap Nature (1 Persona, Tax always) |
No skill |
Beginner’s Luck or Nature (no Tax) Can Tap Nature (1 Persona, Tax on fail) |
Beginner’s Luck, can Tap Nature (1 Persona, Tax always) or Nature (Tax always); cannot Tap Nature |
Adding to pool
- Wises and Traits: +1D, normally
- Help: +1D (skill, wise, ability; only 1D per helper)
- Proper gear: +1D
- Persona: +1D, max 3
- Tap Nature: 1 Persona, add Nature rating
After roll
- Spend 1 Fate to open axes
- Spend 1 Fate with an unused Wise to reroll 1 snake
- Spend 1 Persona with an unused Wise to reroll all snakes
Obstacles
- Ob 1 situations are easily overcome by a single guardmouse.
- Ob 2 situations are the bulk of the Guard’s work. Any single mouse should be able to do it alone, but there’s a slight risk involved.
- Ob 3 situations are challenging. You might need help to overcome this problem. You’ll encounter a lot of situations like these during your time in the service.
- Ob 4 situations are downright hard and all but require teamwork, if not a stroke of luck.
- Ob 5 situations are very difficult. Overcoming them requires dedicated teamwork or a combination of Nature and skill.
- Obstacles can be 6 or higher, but those are for extreme circumstances and will only rarely occur.
Breaking ties
- Trait to favour opponent
- Spend 1 Fate to open axes (if not already)
- Tiebreaker roll (skill → Health/Will; Health/Will → Nature; Nature → Health/Will)
Beginner’s luck
⌈ (Will/Health + help + gear + wises) / 2 ⌉ + Persona + Nature
Taxing Nature
- Within Nature and successful: no Tax
- Within Nature and failed: Tax = margin of failure
- Outside Nature and successful: 1 Tax
- Outside Nature and failed: Tax = margin of failure
Wises
- I Am Wise: +1D
- Deeper Understanding: 1 Fate, reroll 1 snake (can’t reroll a failed exploding die)
- Of Course: 1 Persona, reroll all snakes
Traits
- Level 1: +1D
- Level 2: +1D, twice
- Level 3: +1s to all tests
- Impede: -1D, +1 check (not against another PC)
- Hurt: +2D to opponent, +2 checks
- Break tie: opponent wins, +2 checks
Spending checks
- 1 check: test in players’ turn
- 2 checks: immediate recovery test in GM’s turn
- 3 checks: charge a trait (increase trait level for rest of session)
- 2/4 checks: recharge a trait
Conflict
Attack | Defend | Feint | Manoeuvre | |
---|---|---|---|---|
Attack | Independent Ob0, lose disp. | Versus. Attack reduces disp, Defend gains disp | Attack: Independent Ob0, reduce disp. Feint doesn’t test. | Versus. Manoeuvre has effect, Attack reduces disp |
Defend | Versus. Attack reduces disp, Defend gains disp | Independent. Ob3; gain disp | Defend success = 0. Feint reduces disp | Versus. Manoeuvre has effect, Defend gains disp |
Feint | Attack: Independent Ob0, lose disp. Feint doesn’t test | Defend success = 0. Feint reduces disp | Versus. Reduce disp | Independent. Manoeuvre has effect, Feint reduces disp |
Manoeuvre | Versus. Manoeuvre has effect, Attack reduces disp | Versus. Manoeuvre has effect, Defend gains disp | Independent. Manoeuvre has effect, Feint reduces disp | Independent. Manoeuvre has effect |
Manoeuvre effects
- 1 success: Impede. -1D on opponent’s next action
- 2 successes: Gain Position.+2D on your next action
- 3 successes: Disarm. Remove weapon, gear, trait for rest of conflict