Mouse Guard Big Old Moose

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Welcome to the Big, Old Moose wiki page.

The aim is to keep it short, sweet, and self-contained.


The Patrol At-a-Glance[edit]

Guardmouse Will Health Nature Conditions
Aengus 5 4 4 None
Makepeace 4 4 4 None
Melanie 2 6 5 None

The BIGS[edit]

  • Aengus
    • BELIEF: Your brain is the most valuable tool
    • INSTINCT: Never act without thinking
    • GOAL: I must quickly eliminate the Moose threat to the territories.
  • Melanie
    • BELIEF: "I can face any challenge."
    • INSTINCT: "I never shirk on a task; I dive in head first and work hard!"
    • GOAL: "Prove yourself to the older guardmice."

Character Sheets[edit]

Aengus[edit]

  • Mouse Info
    • RANK: Patrol Leader
    • FUR: Auburn
    • CLOAK: Grey
    • BIRTHPLACE: Sprucetuck
    • AGE: 33
    • WILL: 5
    • HEALTH: 4
    • NATURE: 4
    • RESOURCES: 5
    • CIRCLES: 5
  • The BIGS
    • BELIEF: Your brain is the most valuable tool
    • GOAL: I must quickly eliminate the Moose threat to the territories.
    • INSTINCT: Never act without thinking


  • SKILLS
    • Scientist 2
    • Militarist 2
    • Orator 2
    • Persuader 4
    • Archivist 3
    • Healer 3
    • Scout 6
    • Fighter 3
    • Pathfinder 2
    • Weasel-wise 2
    • Patrol-leader wise 2
    • Hare-wise 2
    • War-wise 2
  • TRAITS
    • Rational
    • Wise(2)
  • HISTORY: Aengus was born and raised in Sprucetuck, his father was a chemist and his mother worked as an archivist recording the various formulations and experiments. He was trained by the archivists and scientists in rational thought, learning to think things through, to gather information before making decisions. His closest friend growing up was Autumn, cute blonde mouse, who had a head for numbers and as always first in their class in any sort of scientific endeavor, she was a shoe in to be inducted in to the Sprucetuck scent makers guild (or something) Aengus had always had a knack for strategy and as a tenderpaw he visited Lockhaven, he was intrigued with the Guard and here he saw problems to solve the like of which he would never find in stuffy old Sprucetuck. He joined the next season, working with Lucien in the library he learned to records system of the mice in the guard, and then he spent time with Garrow the wiley in the wilds of mouse country learning the business of being a scout. He became a guard captain, when, during the war, his patrol stayed out in the wild for most of a season reporting back on weasel activtity and encampments, they provided an abundance of intelligence but still could not prevent the fall of mouse towns along the border.
    • SENIOR ARTISAN: Lucien the Librarian
    • MENTOR: Garrow the Wiley
    • FRIEND: Autumn, scientist and public figure in Sprucetuck
    • ENEMY: Dagwood, Guard Captain

Melanie[edit]

  • Mousey Info
    • AGE: 18
    • CONCEPT: Young, female, friendly and energetic, always running, rarely looking ahead. Fierce, strong, eager, and loyal to her elders.
    • FUR: Glossy black fur and eyes. Tan tail and ears.
    • CLOAK: None
    • GUARD RANK: Tenderpaw
    • Mouse Nature: 5
    • Will: 2
    • Health: 6
    • Resources: 3
    • Circles: 2


  • The BIGs
    • BELIEF: "I can face any challenge."
    • GOAL: "Prove yourself to the older guardmice."
    • INSTINCT: "I never shirk on a task; I dive in head first and work hard!"


    • BIRTHPLACE: Lockhaven, home of the Mouse Guard.
  • Skills:
    • Armorer 2
    • Carpenter 2
    • Fighter 2
    • Healer 2
    • Hunter 2
    • Laborer 3
    • Persuader 2
    • Scout 2
    • Survivalist x
    • Weaver x


  • Traits
    • Guard's Honor (1)
    • Curious (1)
    • Determined (1)


  • Other Details
    • APPRENTICESHIP: Armorer. Melanie's trainers, The Braun Sisters, were true artists of the smithy. Melanie worked the bellows for them (it was an extraordinary design driven by a rotating wheel a strong mouse can run inside) and would let nobody else do this job, because she was the only one who could maintain a steady pace.
    • Friend: Turl, a Hunter in Grasslake
    • Enemy: Frieda, a Weaver in Borl


  • Equipment
    • Axe

Setting Notes[edit]


Rules (the Basics)[edit]

Dice Tests - Obstacles, Successes, & Traitors[edit]

Dice tests

The "Arthas" - Fate & Persona[edit]

What are Fate & Persona points? These are similar to drama points in other systems. Spending these points give an edge in overcoming Obstacles.

Fate, in the words of Luke Crane, is like "fortune smiling down on your character". Good karma for being a good roleplayer.

Spending Fate is done after a roll in which you've made some 6s. You get to count those 6s as successes, pick those dice up, and roll them again to try for more successes! (Subsequent 6s also count as successes & get to be rerolled for more until you stop rolling 6s).

...

Persona... this is that inner fire, the extra "reserve" of guts & the Guardsmouse's sense of duty to push through and deliver.

One Persona point can either... Add +1D to your roll. Up to 3 Persona points can be burned this way, but this must be done PRIOR to rolling/testing your ability. -or- Tap Nature. You can add your Nature rating to ANY test. If it is in keeping with Mouse nature (Escaping, Climbing, Hiding, Foraging), this has no effect on your Nature rating. If it doesn't fit with the Nature of Mice, then your Nature is temporarily drained by 1.

(I will discuss Nature at length later.)

...

Earning Fate. Easier of the two to gain in play. You can earn 3 per session (fixing the moose problem will pretty much be the length of the "session").

   * Act on your mouse's Belief. (1 award per session) If your mouse's Belief spurs him or her to make a decision and act, it's worth a Fate point.
   * Work towards your mouse's Goal. (1 per session) advancing towards completing the Goal but not finishing it is worth a Fate point.
   * Following your mouse's Instinct. (1 per session) if your mouse triggers the action in his/her Instinct, it's worth a Fate point.


Earning Persona. Harder, requires more investment by you.

   * Accomplishing your mouse's Goal.
   * Work against your mouse's Belief. Tough to do, as it requires "a cool and dramatic" action to earn it. This is a dramatic intensity roleplaying award.
   * Be the MVP. After the session is over, and everyone agrees the mission couldn't have succeeded without your mouse, you get the MVP award. Your mouse killed the big bad, did the glitzy thing.
   * Be the workhorse. The "unsung hero" award, in contrast to MVP (you cannot be both). Your mouse did the grunt work, had the right skills & wises to address the most stuff in play.
   * Embodiment. If you did a great job roleplaying throughout the game, you can earn a Persona point.



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