Patrol Guard Tidus

  • December 2019
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Age:

mouse guard

Parents: Fortuna, Hiracio Senior Artisan: Cristo the Mason

Name: Tidus 43

Home: Elmoss

Mentor: Gasback

Fur Color: Brown

Friend: Janis, the stockroom clerk

Guard Rank: Patrol

Enemy: Barthas, that jerk at the

Cloak Color: Brown (hides stains well) Better to die facing a foe than hiding behind a Belief Playing a wall. Belief earns

Fate ) One point alllows you to reroll any 6s as new dice

Abilities Raw Abilities

Rating

Advancement

Special Abilities

nature (Mouse)

3)

P:MMMMMMM F: MMMMMM

resources

)

4

P:MMMMMMMMM F: MMMMMMMMM

will

)

4

P:MMMMMM F: MMMMM

circles

)

1

P:MMMMMMMMM F: MMMMMMMMM

health

4 )

P:MMMMMM F:MMMMM

basic dice rules

When testing, roll the number of dice listed with your ability or skill. Independent Tests: The player must roll 4s or better (“successes”) equal to the obstacle. Versus Tests: The player must generate more successes than his opponent. I Am Wise: You may add +1D by incorporating one of your related wises. Teamwork: Help from another player adds +1D

Mouse Nature can be used for, escaping, climbing, hiding and foraging.

)

Goal

Add one die per point spent or tap Nature

Accomplishing a Goal earns a persona point

nature rules

Conditions Stab it in the face.

Healthy

Playing an Instinct earns a fate point

Acting with your Nature: Use Nature in place of any relevant skill. Acting against Nature: Use Nature in place of any ability or skill, if test is failed, Nature is taxed by the margin of failure. Tapping Nature: You may spend a persona point to add your Nature rank to any roll aside from Resources and Circles. If outside of your Nature, the ability is automatically taxed by 1. If the roll is failed, Nature is taxed by margin of failure.

)

Skills

Hungry/Thirsty ) -1 to disposition to any conflict.

Angry (Ob 2 Will)

Skill

trait name

trait level

beneificial uses

checks

Alert

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

Tough

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

© 2008 Luke Crane and Ben Morgan.

Permission granted to make copies for personal use.

Skill

Rating

Advancement

orator

)

P:MMMMMM F: MMMMM

)

6

Tired (Ob 3 Health) )

healer

)

P:MMMMMM F: MMMMM

deceiver

)

P:MMMMMM F: MMMMM

Injured (Ob 4 Health) )

hunter

)

P:MMMMMM F: MMMMM

persuader

)

2

P:MMMMMM F: MMMMM

instructor

)

P:MMMMMM F: MMMMM

Carpenter

)

4

P:MMMMMM F: MMMMM

pathfinder

)

2

P:MMMMMM F: MMMMM

Stonemason

)

2

P:MMMMMM F: MMMMM

scout

)

P:MMMMMM F: MMMMM

Poison-wise

)

2

P:MMMMMM F: MMMMM

survivalist

)

3

P:MMMMMM F: MMMMM

Unseas cold-wise

)

2

P:MMMMMM F: MMMMM

weather watcher

)

P:MMMMMM F: MMMMM

Famine-wise

)

2

P:MMMMMM F: MMMMM

Cook

)

2

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

1: One test during Players’ Turn 2: Recovery check during

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

GM’s Turn 3: Charge: temporarily elevate

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

trait for remainder of session 2/4: Recharge trait

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

-1D to skills, Nature, Will and Health (but not recovery).

Traits

Advancement

fighter

-1 to disposition for all conflicts.

Halberd, small ax, wood saw, chisels, hammer

Rating

P:MMMMMM F: MMMMM

)

-1 to disposition for any conflict that uses Will as its base.

Contacts Gear

Advancement

Persona

a fate point

Instinct

Rating

Sick (Ob 4 Will) ) -1D to skills, Nature, Will and Health (but not recovery).

Earning Checks 1: -1D to your ind. or vs. test 2: +2D to opponent’s vs. test 2: Break versus test tie in opponent’s favor

Spending Checks

www.burningwheel.com

P= Pass; successful tests F= Fail; failed tests.

Advancement requires: Passed tests equal to the skill rank and failed tests equal to one less than the rank. Learning a new skill requires: tests equal to Nature rank.

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