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

  1. Trait to favour opponent
  2. Spend 1 Fate to open axes (if not already)
  3. 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
Mouse Guard conflict matrix
Conflict matrix. Find row of your action, column of their action, cell says what you do

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