Mouse Guard

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GideonDuthuras
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Mouse Guard

Post by GideonDuthuras » Thu May 10, 2012 8:41 am

The horn sounded behind them, making Sheldon stop and turn and stare back into the dark treeline.

One blast. Enemy sighted.

How could that be? Alden had just left them five minutes ago. Had their pursuers already made it to Alden's sniping post? If that were the case.....they wouldn't make it. Sheldon knew that with a certainty that made him grow cold, far colder than the freezing rain was making him.

"Don't stop. Keep movin'." Godric called from ahead of him. "I heard it too. Alden'll stick them full of holes 'fore they get past him."

"He was low on arrows." Sheldon said, jogging up to the patrol leader.

"He'll make every one count. Ye can bet on that." Godric didn't look at Sheldon, he just stared ahead, trying to see in the darkness. The rain and moonless sky had slowed them down, but not as much as Godric's injury. A sword blow had caught him on the knee and the wound was opening up with all the running. Godric hasn't said anything, he rarely did except to give orders, but he must have been in pain. The oldfur was a living legend in the Guard, a veteran of the Winter War, but out here he looked..tired. His whiskers tangled, fur matted, ears with more grey in them than there had been this morning. He was limping along on the shattered half of his famous spear, the point of which was buried in the throat of one of their would-be attackers.

The horn wound again, two blasts.

Guard Mouse in peril.

This time it was Godric who stopped.

"Damn ye Alden. Ye couldn't give us more time?"

"Is he falling back?" Sheldon asked.

"Ye know Alden. He'd not put that horn to lips lest they were on top of him."

Sheldon deflated. Alden had been his friend. "It's all on us then."

"Not us." Godric grunted as he settled his weight. "I'll need yer sword Sheldon."

"N..No Godrc-"

"The Guard needs to hear lad. Don't take more than one mouse to tell." Sheldon hesitated, Godric leaned forward. "Damn ye boy! Ye know our words. Ye know why we fight! Ye know I can't make it."

After a moment Sheldon unbuckled his sword belt and handed it to Godric. The oldfur unsheathed the weapon and inspected the blade.

"Good steel."

"Father is a smith in Barkstone. He has the best."

"Tell him I was thankful, next time ye see him." Godric unslung his provision pack and handed it to Sheldon. After a moment, he took of his sky blue cloak, and handed it over as well. Sheldon stared at it. "Normally ye'd be getting yer own cloak, specially made, sorry for the hand-me-down boy." Godric grinned. "I figure ye've earned one. After this...ye certainly ain't a tenderpaw anymore. Then he turned back, to face the monsters in the night, sword in hand.

He was still standing like that when Sheldon turned and ran. Back home with the fate of the Territories in his paws.

I am looking for players and people interested in doing a play-by-post game of :

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Mouse Guard is a game by Luke Crane based on David Petersen's award-winning graphic novel series of the same name. In Mouse Guard, players take on the role of anthropomorphic mice who live in an enchanted forest in perfect harmony with the ani–

Image

-I...wait.

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...this...this isn't...

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:shock:

Mouse Guard is a game where you play a teeny tiny mouse with a sword and go about slaughtering things and refuse to die. It is like Redwall but replace all the dancing and feasts and intrigue and anything that is not fighting with fighting. Fighting the world. It's not like these mice are psychopaths or anything, at least not all of them. It's just that the world they live in is very very big and they are bottom of the food chain. A flood can destroy a town, a black bear can lay waste to cities without noticing. Mice have it hard. But luckily they also have the Guard.

Image

To defend themselves from basically everything, including other mice, the mice of the Territories created the Guard. A quasi-militaristic order that is answerable to no particular town or city, they are comprised of volunteers who dedicate their lives to protecting mousekind. The Guard exists in an ambiguous social area somewhere between knights, Tolkien-esque rangers, and Natural Disaster Responders. They are thankless heroes who exist outside of mouse society to better serve it. When something has gone seriously wrong in the Territories and time is of the essence, members of the Guard are dispatched to put it right.

Even at the cost of their lives.

But despite being civilized, technologically advanced, brave and adorable, they are still just mice. A small stream becomes a raging flood water, a crab becomes an armored juggernaut of Lovcraftian nightmare. The odds are stacked against them, but they persevere because the alternative is simply giving up and dying. Here is a nice quote from creator David Peterson:
The mice struggle to live safely and prosper among all of the world’s harsh conditions and predators. Thus the Mouse Guard was formed. After persevering against a weasel warlord in the winter war of 1149, the territories are no longer as troubled. True, the day to day dangers exist, but no longer are the Guard soldiers, instead they are escorts, pathfinders, weather watchers, scouts and body guards for the mice who live among the territories. Many skills are necessary for the guard to keep the borders safe. They must find new safeways and paths from village to village, lead shipments of goods from one town to another and, in case of attack, guard against all evil and harm to their territories.
Seriously, Weasel Warlords, Wars, mice with swords. This is what the game is all about.

"But Gideon," you say. " I don't know anything about the game how can I play?"

Easily. The best way would be to support the game and buy a physical copy or even a digital one. But if you cannot bring yourself to download the 20 dollar pdf for a game you might not like (you will love it I am here for you. The following post will be basic character creation rules. They might be sparse and a little out of context but it's the best I can do.
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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GideonDuthuras
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Re: Mouse Guard

Post by GideonDuthuras » Thu May 10, 2012 9:21 am

Character Creation

So you want to dive right in eh? Ok we can do that. First and foremost someone with much better skill than I has made a worksheet for character creation. If you want someone a little more formal than a scratch peice of paper or a text document, there you go. At the end of this post I will put a coded character block for you to copy and paste and---you know let's just get to making awesome mice.

Also if you are interested in the lore and setting. Here is the Wiki

In Mouse Guard, unlike many other RPGs your character's back story and who he is is important to game play. There are no classes, you are in complete control of what your character can do. But first we need to figure out what kind of mouse your mouse is.

Concept

Before we start, think about what kind of character you want to play in the world: A grizzled veteran, a young upstart or something in between? What’s his personality like? What’s his specialty?

(EXAMPLES WILL BE IN Whatever this color is for future reference) I'm going to make a tough guardmouse. He’s a fighter and relies on his fighting prowess to get him through.

Next you need to think about what rank would you like to play? There are five ranks: tenderpaw, guardmouse, patrol guard, patrol leader, and guard captain. All have their benefits and drawbacks.

Tenderpaws are recruits. Guardmice are the foot soldiers. Patrol guard are veteran guardmice responsible for complicated or independent missions. Patrol leaders are Patrol guard who have demonstrated they can think independently and guide other mice. Guard captains are powerful mice appointed to the highest rank in the Guard due to their longstanding service and exemplary valor.

Now there can be only one Patrol Leader in a group and unless everyone agrees you can't be a Guard Captain. So for now, they are off the table. You should think about what you are comfortable playing. If you think you can take charge as a player and make a choice for the group, make a Patrol Leader. If you'd rather sit back and let people tell you what to do be an intern--I mean tenderpaw.

The ranks do effect your character in more ways than bragging rights. First it effects Age, Nature, and Health. Look, a handy chart!

Image

Age and Health should be self explanitory. Will..for now think of it as a "thirst for adventure!" and "being awesome and experienced" score.


My character will be guardmouse rank. Let's put him at 24 years old. His Will is 3. His Health is 5

Nature

Nature stands for the mouse’s natural tendencies. It represents what he was born to do, and what helps him survive in the wild and cruel world. Nature is rated from 0 to 7. The higher your Nature rank, the more mouselike you are. The lower your rank, the more “human” you are.

You can use your Nature, which gives you more dice to roll. If you are: Escaping, Climbing, Hiding or Foraging you can use your Nature without penalty. If you use your Nature in situations outside of escaping, climbing, hiding and foraging, you risk losing a bit of it.

All characters have a base Nature of 3.


Here are some questions to help determine your mouse's Nature score. Answer truthfully and then see how it will effect you.
  • Do you save for winter even if it means going without something now? Or do you use what you have when you need it?
    When confronted, do you stand your ground and fight or do you run and hide?
    Do you fear owls, weasels and wolves?
If you save for winter, increase your Nature by 1. You may not take the Bold or Generous traits.
If you run and hide, increase your Nature by 1. Decrease your starting Fighter skill, if you take it, by 1.
If you do, increase your Nature by 1. You may not take the Fearless trait.

Traits? Skills? What is this tomfoolery? Just wait.

So my fella saves for winter, stands his ground when confronted, but he does fear owls, weasels and wolves. His starting Nature is 4.

Where are you From?


The territories are a big place:
Image

So towns are pretty isolated. As such each town has their down specialties. Here is a list of the bare essentials. Want more information about each town? Mouse Guard Wiki to the rescue!

Barkstone
A busy working-class town.
Skills: Carpenter, Potter, Glazier
Traits: Steady Paw

Copperwood
One of the oldest cities and home to one of the two mines in the Territories.
Skills: Smith, Haggler
Traits: Independent

Elmoss
A once prosperous city, known for its medicinal moss.
Skills: Carpenter, Harvester
Traits: Alert

Ivydale
Renowned for its bakers and bread.
Skills: Harvester, Baker
Traits: Hard Worker

Lockhaven
The home of the Mouse Guard.
Skills: Weaver, Armorer
Traits: Generous, Guard’s Honor

Port Sumac
A busy little port town between Darkwater and Rustleaf.
Skills: Boatcrafter, Weather Watcher
Traits: Tough, Weather Sense

Shaleburrow
A simple town known for its delicious drinks!
Skills: Mason, Harvester, Miller
Traits: Open-Minded

Sprucetuck
Known for its scientists, medicine and scent concoctions.
Skills: Scientist, Loremouse
Traits: Inquisitive, Rational

Choose one trait and one skill from the city in which your character was born. Write them down and put a check mark next to it.

My guardmouse is from Elmoss. That means I get the Carpenter or Harvester skill and Alert trait. I'll write down Carpenter and Alert and put a check mark next to them.

Skills

Skills are your mouse's experience. In the next section you will be given a number of choices. Each time you choose a Skill, note it on your sheet. Every time you choose that same skill again add a check mark. Every time you check that skill, your mouse become more experienced. When we are done with this section go and count up the number of checks you have next to a skill. Then add one. That is your rating in the skill. That is how many dice you get to use when you use the skill.

Checking a skill three times gives a starting rating of 4 — three checks plus one.


1- Pick An Area Where You Are Naturally Talented. If you are a Tenderpaw or a Guard Captain, you can choose 2 (or one twice) . Everyone else gets 1
  • Apiarist-An apiarist is a specialist who raises bees and harvests their honey and wax.

    Archivist-An archivist is a mouse who specializes in writing accounts of events for historical records.

    Armorer-Armorers forge armor and weapons for the Guard and town militias.

    Baker-A baker makes savory bread, delicious cookies and sweet cakes.

    Boatcrafter-A boatcrafter specializes in all things boats! He can also use his knowledge to navigate waterways.

    Brewer-The brewer’s always a popular mouse. He makes beer for the towns to drink. In some towns, the water is not good to drink, so beer’s all there is!

    Carpenter-A carpenter makes useful items out of wood, like chairs, doors, cabinets, ladders, joints, pulleys and levers.

    Cartographer-A cartographer creates and interprets maps. Supplies of paper from millers and ink from insectrists are always welcome.

    Cook-Every patrol needs a cook. Your cook can make that hunger go away when you’re out in the wild, far from home or a cozy pub.

    Deceiver-A deceiver uses lies, half-truths, ugly truth, soothing platitudes and intimidation to get what he wants.

    Fighter-Mice are not natural fighters. The Fighter skill teaches them to overcome their natural inhibitions so they can capture, disable or even kill an opponent.

    Glazier-Glaziers make glass vessels, window panes and lenses. The works of glaziers are rare and highly sought after — they’re fragile and expensive to make.

    Haggler-Haggler is a specialized social skill used for bargaining over prices of goods and services.

    Harvester-Harvesters are very important to the towns and cities of the Territories. These mice make forays into the wilds to gather grains, seeds, roots, herbs and other necessities.

    Healer-The healer keeps mice whole and healthy. A healer can take supplies from harvesters and scientists in the form of herbs and medicine.

    Hunter-The hunter is an intrepid mouse who journeys out into the wild and confronts animals — grazers, scavengers and even predators. He uses his skill and cunning to stalk, trap, drive off or kill his quarry.

    Insectrist-The insectrist is a specialist who uses insects — beetles, caterpillars, worms, etc. — for a variety of purposes. He trains beetles to act as labor, uses caterpillars and spiders to spin silk, and worms to aerate soil for the harvesters. Crickets can be taught to act as weather watchers and trains of ants formed to transport small goods.

    Instructor-An instructor knows how to transmit skills to another character.

    Laborer-Laborers are the bulk of the workforce for the mouse towns and cities. They gather wood for the carpenters, stone for the masons and metal for the smiths. They dig ditches, carry stuff and generally just do what they are told.

    Loremouse-Loremice study the ways and habits of animals. Using their knowledge, they can perform rudimentary communications and discern the Nature of the animal.

    Militarist-A militarist is one who understands how to organize, supply and command a force of mice for battle.

    Miller-A miller uses a millstone to grind substances into powders so they can be used in cooking, brewing and industry.

    Orator-An orator makes speeches to sway crowds. This skill isn’t for convincing your friend, it is for moving a group to action.

    Pathfinder-A pathfinder makes and marks paths between the mouse towns and cities, and to various resources and landmarks like streams, springs, lakes or fields of herbs. The Pathfinder skill is one of the most important skills.

    Persuader-A persuader convinces another mouse to do what he wants in a friendly manner. A persuader shows you why it’s in your own best interest to help him out.

    Potter-Potters create a variety of vessels for drinking, cooking and storing food.

    Scientist- Scientists are learned mice. This skill combines astronomy, biology, chemistry, earth science, and physics.

    Scout-A scout is adept at spotting predators on the prowl, sneaking behind enemy lines, trailing targets and finding hidden things.

    Smith-Smiths make tools — needles, cutting implements, cooking implements and craftsmouse tools — and other hardware like hinges, bearings and nails. Smith is not a weapon-making skill.

    Stonemason-Stonemasons cut stone and use it to make walls, bridges, arches and buildings.

    Survivalist-The survivalist knows how to make shelters, find water, build fires and jury-rig tools.

    Weather Watcher-The Weather Watcher skill is about spotting clouds, noting the direction of the wind, and detecting the amount of moisture in the air, correlated with celestial phenomena and signs present in soil and flora.
Let's take Deceiver. I don't trust people and am introverted.

2- What was your parents’ trade? Tenderpaws choose 2; all others choose 1. Also, note this skill next to your Parents on your sheet or paper.
  • Apiarist
    Archivist
    Armorer
    Baker
    Boatcrafter
    Brewer
    Carpenter
    Cartographer
    Glazier
    Harvester
    Insectrist
    Miller
    Potter
    Smith
    Stonemason
    Weaver
Both of my parents are Carpenters for his parents. Since I already wrote it down when I said I was from Elmoss, I just check mark it.

3-How do you convince people that you’re right or to do what you need? Patrol leaders and guard captains choose 2; all others choose 1:

Deceiver
Orator
Persuader

Deceiver again.

4- With whom did you apprentice for the Guard? What was that mouse’s trade?
A young mouse seeking to join the Guard applies in either the spring or fall. They meet with a guardmouse in charge of new recruits and are welcomed into Lockhaven. These raw recruits are then distributed among the various tradesmice in Lockhaven to act as assistants, laborers and apprentices.

Check one skill. Also note the choice next to the Senior Artisan.

A
  • piarist
    Archivist
    Armorer
    Baker
    Brewer
    Carpenter
    Cartographer
    Glazier
    Harvester
    Insectrist
    Miller
    Potter
    Smith
    Stonemason
    Weaver
My senior in Lockhaven was named oh..Harald. He's a Carpenter

5- What did your mentor stress in training?
After his apprenticeship, the recruit is assigned a mentor. This guardmouse slowly introduces the tenderpaw to patrolling and other Guard duties. Some mentors may have more rigorous training methods or requirements than others. Some may focus on different aspects of Guard life.

Tenderpaws and patrol leaders choose 2; all others choose 1:
  • Fighter
    Healer
    Hunter
    Instructor
    Pathfinder
    Scout
    Survivalist
    Weather Watcher
We'll say Godric was my mentor. He stressed the Survivalist skill during training.


6- What kind of experience do you have in the Guard?
All guardmice have a range of training and experience in skills important to their role.

Choose from the following skill list based on your experience with the Guard. You get checks based on your rank: tenderpaw 3, guardmouse 6, patrol guard 8, patrol leader 9, guard captain 12.
  • Fighter
    Healer
    Hunter
    Instructor
    Pathfinder
    Scout
    Survivalist
    Weather Watcher
Tenderpaws consider Laborer part of the list.

Guardmice consider Haggler part of the list.

Patrol guard consider Cook part of the list.

Patrol leaders consider Persuader and Loremouse part of the list.

Guard captains consider Orator, Militarist and Administrator part of the list.

As a guardmouse, I have six checks to spend. We've not picked Fighter yet so, three checks next to Fighter, two next to Hunter and one next to Scout.

7- What’s Your Specialty?
Each player, except for tenderpaws, may add one check to a skill from the list below. Each player must choose a unique specialty — no two players can have the same skill as their specialty.
  • Fighter
    Healer
    Hunter
    Instructor
    Pathfinder
    Scout
    Survivalist
    Weather Watcher
Let's say someone else picked Fighter, we'll go to Survivalist then, for a total of two checks on my sheet.

Tally
Count check marks made for each skill and add 1. That total is your starting rating for that skill.

Again the highest rating for a skill is 6.

My skills look like this: Fighter 4, Hunter 3, Survivalist 3, Scout 2, Deceiver 3, Carpenter 4.

WISES
There is a special subset of skills known as wises. These skills represent pure knowledge and experience.

You start with a number of checks in wises in proportion to your rank. Tally your wises checks when you’re done — count the checks and add one to determine the starting rating. Just like skills!

Rank Checks for Wises
Tenderpaw 1
Guardmouse 2
Patrol Guard 3
Patrol Leader 4
Guard Captain 6

Wises A
Apiary-wise, Armor-wise, Autumn stormwise
Wises B
Badger-wise, Barkstone-wise, Bird-wise, Blizzard-wise, Bramble-wise, Brush fire-wise, Burrow-wise
Wises C
Celebrations-wise, Clear and warm weatherwise, Coast-wise, Cold rain-wise, Cold snap-wise, Copperwood-wise, Coyote-wise, Craft-wise, Crime-wise
Wises D
Darkheather-wise, Deer-wise, Drought-wise
Wises E
Elmoss-wise, Epidemic-wise, Escort-wise
Wises F
Famine-wise, Flash flood-wise, Forest firewise, Forest-wise, Fox-wise, Freezing-wise, Frog-wise
Wises G
Governor-wise, Grain-wise, Guard captainwise, Guardmouse-wise
Wises H
Harvest-wise, Hawk-wise, Heat wave-wise, Herb-wise, Hidey hole-wise
Wises I-K
Ice storm-wise, Ice-wise
Wises L
Lake-wise, Leaf cover-wise, Lockhaven-wise
Wises M
Mail-wise, Medicine-wise, Moose-wise, Mosswise, Mouse Guard-wise, Mud-wise
Wises N
Night-wise, Nut-wise
Wises O
Open ground-wise, Owl-wise
Wises P
Path-wise, Patrol guard-wise, Patrol leaderwise, Planting-wise, Poison-wise, Pond-wise, Predator-wise
Wises R
Raccoon-wise, Rain-wise, Raven-wise, Rebellion-wise, Recipe-wise, Road-wise, Rocky terrain-wise
Wises S
Scent Border-wise, Shaleburrow-wise, Shieldwise, Shore-wise, Shortages-wise, Snake-wise, Snow-wise, Sprucetuck-wise, Squirrel-wise, Star-wise, Stream-wise, Swamps-wise
Wises T
Tall grass-wise, Tenderpaw-wise, Thorn-wise, Thunderstorm-wise, Tide-wise, Tradesmousewise, Trail-wise, Transport-wise, Trap-wise, Tunnel-wise, Turtle-wise
Wises U-V
Unseasonably cold-wise, Unseasonably warm-wise
Wises W-Z
War-wise, Weasel-wise, Widget-wise, Wild country-wise, Wild mouse-wise, Wolf-wise

Unlisted Wises
The wises list provides examples of wises for towns, animals and mice — Lockhaven-wise, Raccon-wise, Guardmouse-wise etc. If you wish to take a wise for anything unlisted, you may, within reason. Note the settlement/animal/weather/mouse and add “-wise” to it. You’re done. Yes. It's that simple. Simplicity-wise.

Let's get to politicing Lockhaven-wise 2 and Governor-wise 2.



How are we doing? Having fun yet?

Resources and Circles

Guard Resources

Resources represent the Guard’s pay, but also how resourceful and clever the mouse is with his possessions and material goods.

Your Resources rating is determined by his rank: tenderpaw 1, guardmouse 2, patrol guard 3, patrol leader 4, guard captain 5.

The following six questions can modify that score:
  • In winter, do you still practice a trade like weaving, smithing, or pottery for the Guard?
    If so, increase Resources by 1. You must have the skill for the trade in question. You may not take the Leader trait to start. You’re too busy.

    Are your parents smiths, politicians, merchants or apiarists?
    If so, increase your Resources by 1. Your parents must be of the noted trade and may not be in the Guard.

    Do you like to buy gifts for yourself and your friends?
    If so, decrease your Resources by 1.

    Are you thrifty?
    If so, increase your Resources by 1. You may not take the Generous trait to start.

    Have you ever been in debt? Or are you generally bad with money?
    If so, decrease your Resources by 1.

    Do you always pack carefully for a journey, ensuring you have everything you need?
    If so, increase your Resources by 1. You may not take the Bold or Fiery traits to start.
My character practices Carpentry in the winter at Lockhaven ( + 1). His parents aren’t any of the indicated types (±0). His guardmouse is not particularly generous (±0). He’s not thrifty (±0). But he’s been in debt (-1). Being a survivalist, he does pack carefully for long journeys ( + 1). This is a net of + 1 added to his base of 2. I start with a Resources rating of 3.

Guard Circles
The Circles ability represents how well-connected your character is. Tenderpaws start with a Circles rating of 1. Guardmice start with a Circles rating of 2. Patrol guard and patrol leaders start with a Circles rating of 3. Guard captains start with a Circles rating of 4.

Answer the following questions and modify your starting rating accordingly. The minimum starting rating is 1.
  • Is your mouse gregarious? Does he have lots of friends? Does he make friends easily?
    If you answered yes to 1 or more of these, increase Circles by 1. You may not take the Bitter or Jaded traits.

    Do you have strong ties to the Guard? Perhaps a family tradition or allies within the Guard?
    If so, increase Circles by 1. Either your parents must be in the Guard or your mentor must be family.

    Has your character accomplished some great task in the Guard? Does he already have a reputation?
    If so, increase Circles by 1.

    Does your character have powerful enemies in the Territories?
    If so, reduce Circles by 1.

    Has your character been convicted of a crime?
    If so, reduce Circles by 1.

    Is your character a loner, tough and cool?
    If so, reduce Circles by 1. You may not take the Extrovert trait.
As guardmouse, I start with a Circles rating of 2. He’s not gregarious, but he does have an easy disposition (+1). He has no family tradition with the Guard (±0). He doesn’t want his character to have accomplished anything great yet (±0). He decides that he has a powerful enemy — a patrol leader of another patrol (-1). He’s not been convicted of a crime (±0), nor is he a loner (±0).
That’s a net of ±0. These questions were USELESS!! I still start with a Circles rating of 2.



Traits

Traits describe the personality quirks and special qualities that all of the guardmice possess. Trait selection is the same as skill selection. You can choose a variety of traits or choose one or two traits multiple times. Each time you choose a trait you increase its value. There are three ranks of traits.

The first rank of a trait gives you an extra die once per session in a situation where the trait would be useful to the task at hand.
The second rank gives you the extra die for every roll of that ability when appropriate to the trait.
The third rank of a trait allows you to reroll all of the failed dice from one roll appropriate to the trait once per session.

1Choose a quality you were born with
All players get one check from this list. They can reinforce their hometown trait if it’s available, or pick something new.
  • Bigpaw
    Bitter
    Bodyguard
    Bold
    Brave
    Calm
    Clever
    Compassionate
    Cunning
    Curious
    Deep Ear
    Defender
    Determined
    Driven
    Early Riser
    Extrovert
    Fat
    Fearful
    Fearless
    Fiery
    Generous
    Graceful
    Guard’s Honor
    Innocent
    Jaded
    Leader
    Longtail
    Lost
    Natural
    Bearings
    Nimble
    Nocturnal
    Oldfur
    Quick-Witted
    Quiet
    Scarred
    Sharp-Eyed
    Sharptooth
    Short
    Skeptical
    Skinny
    Stoic
    Stubborn
    Suspicious
    Tall
    Thoughtful
    Tough
    Weather Sense
    Wise
    Wolf’s Snout
    Young
Someone made a list of traits on this page.

So far my mouse is kinda a jerk. He seems like a loner that has made some enemies. But I have to be able to work within the patrol and not be all grimdark. So let's pick something that give me a softer edge. Compassionate looks good. First level!

2-Choose something you learned or inherited from your parents
This is for tenderpaws only. Take one check on this list.

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

I don't get one. Lame.

3-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. Guardmice and tenderpaws may not make this selection.

Bitter
Bodyguard
Brave
Calm
Clever
Compassionate
Cunning
Curious
Defender
Driven
Early Riser
Fearful
Fearless
Jaded
Leader
Natural
Bearings
Nocturnal
Oldfur
Quiet
Scarred
Sharp-Eyed
Skeptical
Skinny
Stoic
Thoughtful
Tough
Weather Sense
Wise

LAAAAME


Finishing up yyaaaaaaay

Name
Choose a name for your character. Names in Mouse Guard range from Old English, to Saxon, to Celtic to Hippy.

Common Mouse Names

Code: Select all

Male 	      Female
Abram 	Autumn
Aengus 	Aynslle
Algomin 	Baeylie
Beagan 	Brynn
Brand 	Caley
Cale 	        Clove
Caley 	Daewn
Connor 	Dalia
Curt 	        Daye
Faolan 	Gale
Finn 	        Ingrid
Folker 	Ivy
Gamlion 	Josephine
Garnier 	Julyia
Garrow 	Kearra
Grahame 	Laurel
Gurney 	Lilly
Hannidy 	Loonis
Henson 	Loralai
Jasper 	Maren
Joseff 	Millicent
Kole  	Moira
Laird 	Nola
Noelan 	Quinn
Seyth 	Rona
Siemon 	Rosalee
Sloan 	Sayble
Tander 	Serra
Thom 	Sloan
Thurstan 	Sylvia
Trevor 	Taryn
Vidar 	Tinble
Walmond 	Veira

Let's name him Alten It’s not on the list but it sounds fitting.


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

Alten's fur is light brown.

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

Alten's parents are named Derk and Sallie Planking.


Senior Artisan
What is the name of the senior artisan whom you apprenticed with? Name him now and note him on your character sheet.

My senior is named Harald the Carpenter.

Mentor
Who was your Guard mentor? In the case of tenderpaw characters, this must be a current player character, preferably a patrol leader. If not, then the mentor must be an older mouse. For other, more experienced characters, the mentor must be either an NPC or a player character with the Oldfur trait.

We already decided this, Godric.

Friend
Invent a character who is a friend to your guardmouse, someone who would help your character without hesitation. Choose a name for him, pick his profession or specialty and place him in or near one of the towns or cities on the map.

Alten’s friend is a mouse named Tuk. They grew up together in Elmoss. Alten went on to join the Guard, while Tuk fell on hard times and became a bandit. Even so, Alten never faulted his friend and still tries to remain close to him.

Enemy
Invent a character who is an enemy to your guardmouse. It is preferable that the enemy be a mouse and not another animal. Choose a name for him, pick his profession or specialty and place him in or near one of the towns or cities on the map.

Your enemy can be from before your days in the Guard or from your time in service. It is permissible for the players to choose a common enemy.

Well we already have that enemy from the Circles question. Let's say that Alten has run afoul of another patrol leader early on in his career. A mission went wrong and now these two mice do not like each other at all. His name is Felix.

Cloak Color
Your mentor gave you your cloak on the day you were formally inducted into the Guard. What color is it and why? What part of your personality made your mentor decide on that particular color? Tenderpaws do not start with a cloak and therefore do not make this choice.

Well, we've kinda figured that Alten has a heart of gold despire his demenor right? so Gold it is.

Gear
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.

How about a bow for Alten’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.

LAST THING!

These last two bits are the Belief and Instinct of your character. Hopefully by now you've got a good idea in your head what he or she is like. Let's codify that.

Belief

Write a Belief for your character based on how he views his role in the Guard. A Belief is an overarching ethical or moral stance.

So Alten's Belief: “I will keep others safe, even to the death”. When there is danger out there, Alten is the first to fight it.

Intinct

How does your character react? What has your guardmouse been trained to do? Write an Instinct for your character.

Alten: “Put myself between harm and others.”

This is for two reasons. Alten is a good guy buy fairly anti-social. He would naturally be putting and volunteering for the most dangerous jobs because it means that no one else has to. This of course will come back to bite him if a retreat is needed or if someone is trying to save him.


There is also something called a Goal, but that is specific to the mission. So let's forget that now. Here is Alten's sheet.

Image

Code: Select all

Name : Alten          Parents: Derk (Carpenter) & Sallie (Carpenter)
Age  : 24             Artisan: Harald (Carpenter)
Fur  : Light Grey     Friend : Tuk the Bandit
Cloak: Gold            Enemy  : Felix
Home : Elmoss           Mentor : Godric(Survivalist)
Rank : Guardmouse

Belief  : I will keep others safe, even to the death.
Instinct: Put myself between harm and others.
Goal    :

Nature (Mouse): 5
Will          : 3
Health        : 5
Resources     : 3
Circles       : 2
Fate Points   :  1
Persona Points:  1

Skills:
Fighter 4
Hunter 3
Survivalist 3
Scout 2
Deceiver 3
Carpenter 4

Wises:
Lockhaven-wise 2
Govenor-wise 2

Traits:
 Compassionate 1
Alert 1

Gear:
Bow, Quiver, Arrows, wood carving knife
I have discovered a
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I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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Re: Mouse Guard

Post by xfiend1013 » Tue May 15, 2012 6:17 pm

Allllright, here we go.

Ivy is a Patrol Guard. (Will and Health 4)

She is mousey in nature - saves for winter, runs and hides, fears the owls. (Nature 6)

She was born in Sprucetruck, taking +1 to scientist and the Rational trait.

She is a naturally talented scientist (+1 scientist)

Her parents were brewers. (+1 brewer)

When convincing people, she chooses oration (+1 orator)

When joining the mouseguard, she apprenticed to the brewer (+1 brewing)

Her mentor stressed healing. (+1 healing)

In the guard, she has gained quite a bit of experience as a patrol guard.

+2 healer, +2 cook, +1 pathfinder, +1 scout, +2 survivalist.

Her speciality is healing. (+1 healing, nobody else in the group gets the healing specialty)

This gives her the following skills:

+3 scientist, +3 brewer, +2 orator, +5 healing, +3 cook, +2 pathfinder, +2 scout, +3 survivalist

As a patrol guard, she gets 3 wises:

She is herb-wise, Medicine-wise, and poison-wise.

(+2 to each)

RESOURCES:

A patrol guard has a base resource of 3.
She brews in the winter (+1)
Her parents are not wealthy. (+0)
She does like to buy gifts (-1)
She is thrifty, however. (+1)
She is okay with money (+0)
And she always packs carefully (+1)

For a grand total resources rating of 5.

GUARD CIRCLES:

As a patrol guard, base 3.
She is gregarious. (+1)
Has lots of friends - she is a brewer, after all! (+1)
She makes friends easily. (+1)
She does not have strong familial ties to the guard.
She has a reputation in the guard - for healing and helping. (+1)
She does not have powerful enemies.
She has not been convicted of a crime.
She is not a loner.

Total resources: 7

TRAITS:
Born with: Skeptical.
Life on the road: Clever.

Her fur is white. Her parents are Kole and Tinble, the Sprucetruck Brewers. She apprenticed under Bock Winterbrew, the Lockhaven Brewmaster. Her mentor is an Oldfur Guard Captain, Doctor Torchwood. He spends most of his time in Lockhaven, tending to the sick and injured.

Her friend is a perpetually down-on-his-luck mouse named Henson who drinks too much and gets into trouble frequently. She usually uses her position in the guard and her general influence around Sprucetruck and Lockhaven to keep him out of jail or the stocks.

Her enemy is a mouse named Autumn, who she once stole a man from. Autumn reacted by sabotaging one of her parent's batches of beer, creating problems for the family, and has made a nuicance of herself since. These acts of revenge are the real reason the two do not get along - the original slight is long forgotten but the new back and forth is certainly not. To make matters worse, Autumn is a powerful grain merchant who can from time to time make it hard for Ivy to get supplies!

Her cloak is red. Doctor Torchwood made this choice to try and make her more bold, and to remind her that everymouse bleeds.

Her gear consists of three knives (one for fighting, one tool and one spare) a medicine bag, and some rope.

I'll put all this into a coherent whole, I promise!

Her belief: It is better to aid someone now than wait until later.
Her instinct: To give aid to the sick and injured.

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Re: Mouse Guard

Post by GideonDuthuras » Wed May 16, 2012 7:18 am

It looks good. Great concept btw. I'll scrutinize the math later but you remembered the 1+ to everything. Even I forget that sometimes.

Two more people and we have a patrol!

Also,
xfiend1013 wrote: Her belief: It is better to aid someone now than wait until later.
Her instinct: To give aid to the sick and injured.

This is a great example of a Belief and Instinct. It gives me an idea of what Ivy will like to do so I can make sure to include that in Missions. But it also give me good idea on how to torture that poor mouse with dilemmas. Does she complete the mission to secure the Sent Border, or help the sick farmers? Should she chase after the Weasel Scout with her patrolmates or tend to the poor mouse it was attacking?

Thank you xfiend for being the first and giving an awesome character.
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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Re: Mouse Guard

Post by VagueDurin » Wed May 16, 2012 7:23 am

I've got one incoming Gideon... Just coding...


Have to get some work done. I'll come back and do some concept/background in a bit.

Code: Select all

Name : Brand         Parents: Hannidy (Brewer) & Serra (Scientist)
Age: 25                           Artisan: Finn (Cartogropher)
Fur: Gray                         Friend: Lilly
Cloak: Black                     Enemy: Wolves
Home : Sprucetuck           Mentor: Sloan (Pathfinder)
Rank: Guardmouse

Belief: Persevere; for those that were, those that are, and those that will be.
Instinct: Know my enemy, know my world. Use my world to destroy my enemy.
Goal:

Nature (Mouse): 3
Will: 3
Health: 5
Resources: 5
Circles: 2
Fate Points   :  1
Persona Points:  1

Skills:
Hunter 4
Loremouse 3
Figher 2
Cartogropher 2
Pathfinder 2
Persuader 1
Brewer 1

Wises:
Trail-wise 2
Trap-wise 2

Traits:
Inquisitive 1
Sharp-Eyed 1

Gear:
Crossbow, Sword, Hunting Knife, Hook and Line, Trap Material, Portable Brewkit, Bound Notebook + Pen

In Xfiend Style to get a different perspective:

Brand is a Guard Mouse. (Will 3 and Health 5)

He is human in nature - Does not save for winter, Stands his ground, Does not fear owls weasels and wolves. (Nature 3)

He was born in Sprucetruck, taking +1 to Loremouse and the Inquisitive trait.

He is a naturally talented Loremouse (+1 Loremouse)

His father was a brewer and mother a scientist. (+1 brewer)

When convincing people, he chooses Persuasion (+1 Persuasion)

When joining the mouseguard, he apprenticed to a Cartographer (+1 Cartographer)

His mentor stressed Pathfinder. (+1 Pathfinding)

In the guard, he has gained quite a bit of experience as a Gaurdmouse.

+2 Hunting, +1 Fighting, +1 Loremouse, +1 Cartographer, +1 Pathfinder.

His speciality is Hunting. (+1 Hunting, nobody else in the group gets the hunting specialty)

This gives him the following skills:

+3 Loremouse, +1 Brewer, +1 Persuader, +4 Hunter, +2 Fighter, +2 Pathfinder, +2 Cartographer

As a Guardmouse, he gets 2 wises:
He is Trail-wise, and Trap-wise.

(+2 to each)

RESOURCES:

A Guardmouse has a base resource of 2.
He brews in the winter (+1)
His father is a brewer. (+1)
He doesn't like to buy gifts (+0)
He is not thrifty. (+0)
He has little use for money (+0)
And he always packs carefully (+1)

For a grand total resources rating of 5.

GUARD CIRCLES:

As a guardmouse, base 2.
He is a bit of a loner. (-1)
He does not have strong familial ties to the guard.
He has a reputation in the guard - Responsible for completion of a coveted trade and transport route. Renowned Hunting skills. Known in some circles as the 'Wolf Slayer'. (+1)
He does not have powerful enemies.
He has not been convicted of a crime.

Circles: 2

TRAITS:
Born with: Sharp-Eyed.


His fur is gray. His parents are Hannidy and Serra. Serra worked as a scientist while Hannidy struggled to compete with the Sprucetruck Brewers. His parents tried on several occasions to impart their chosen crafts upon the young mouse, but Brand would have nothing of it. He understood the need for science, but lacked the patience required to achieve results. He learned the ways of Brewing from his father, but as a young mouse he lacked the passion for the craft that was instrumental in the final output of the product. No, Brand was born for another purpose altogether. He was most often found with a childhood friend of his named Lilly who had been born into a family of Loremice. The pair shared many adventures in the wilderness surrounding the settlement of Sprucetuck, and it was there that his natural aptitude of Loremousing was discovered. When he came of age, there was little question in his mind that he belonged out there. He joined the guard, at the contention of his family and of Lilly's. Brand apprenticed under Finn, the Lockhaven Cartographer. While he did grow and learn the skills required of Cartogrophers under Finn's tutelage, the Senior Artisan swiftly recognized Brand's potential as something much different. Therefore Finn tilted his apprenticship towards a more practical side of Cartography and when the time came, he assigned Brand to a well respected Pathfinder by the name of Sloan. While being mentored by Sloan, Brand learned the ways of the Pathfinder, but he also learned so much more. His experience in the wild marking and mapping routes would lead him to his specialty, Hunting. Sloan was killed by a wolf during Brand's training, leaving Brand to complete the trade route on his own as well as to avenge his Mentor's death.

His one true friend went by the name of Lilly. She was a rare red furred mouse who when they were younger was instrumental in influencing Brand's early interest and learning of the art of Loremousing. They shared a rich and storied past before their friendship was put to the test when Brand insisted in joining the Guard despite both Lilly's and his families protests. Since then their friendship has suffered, mostly due to the fact that Brand rarely returns home to Sprucetuck.

Brand's enemy is not one single individual. The Guardmouse instead holds within him an intense and significantly hazardous hatred for the entire species of Wolves. This hatred borderlines on unhealthy obsession and ever since the wolf killed his mentor, he has sworn vengeance against any and all wolves who may cross his path. This has sometimes interfered with his greater responsibilities to the Guard itself and has resulted, in part, in the lack of promotion from Guardmouse to Patrol Guard.

His cloak is black. Not bestowed upon him by his mentor, instead inherited after Sloan was killed by the wolf. The Black cloak represents an illusiveness, concealing his true nature within a shroud of misdirection. It also aids in concealment while on the hunt.

His gear consists of a cross bow, a sword for battle, a hunting knife, hook and line, materials for trap crafting, a portable brewkit, and a bound notebook with pen.


His belief: "Persevere; for those that were, those that are, and those that will be."
His instinct: To study, learn and know his enemey and the world around them, and then to use the advantages and elements of that world to destroy his enemy.
"Courage is not simply one of the virtues, but the form of every virtue at the testing point." - C. S. Lewis

"And for one last instance, I'm Human again." - Sergeant Ghost

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Re: Mouse Guard

Post by xfiend1013 » Wed May 16, 2012 8:13 am

Hey Vauge, what's your specialty? So that no one else picks it!
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Re: Mouse Guard

Post by VagueDurin » Wed May 16, 2012 8:18 am

ah ha! it was on my character sheet but not in Gideon's code! The specialty is Hunting!

Edit: also I had no idea that X had also chosen Sprucetuck as a hometown and Brewing as the skill learned from his parents. How odd.
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Re: Mouse Guard

Post by GideonDuthuras » Wed May 16, 2012 5:36 pm

I was going to ask if Brewer was one of the best skills and I wasn't just aware or what....

Looks great Vague, one question.
VagueDurin wrote: His instinct: To study, learn and know his enemey and the world around them, and then to use the advantages and elements of that world to destroy his enemy.
I like this instinct. The "think before acting" aspect of it is strong and defining and that is what I am reading the Instinct as; You will take the time to know what you are getting into before rushing off.

Am I interpreting that right? I hate to read it wrong and throw weird stuff at you.



We have two mice, we still need a patrol leader technically. More are welcome of course. I'll be signing off for the night but before I do that, here is a Weasel:

Image

This wants to EAT you and every one you love. Only you can stop it.

Join the Guard!
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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Re: Mouse Guard

Post by VagueDurin » Wed May 16, 2012 7:32 pm

You are correct sir. It's a sort of preparedness mixed with the planned and efficient action that comes from thinking before acting.
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Re: Mouse Guard

Post by GideonDuthuras » Sat May 19, 2012 8:34 am

So I am saying that Tuesday is the last day before I start the IC thread. If anyone is even remotely interested in this, please post. We will all be helpful I promise. In the meantime, I am going to post some more information about the game and the lore of the world. I should have done this in the first post but I was so excited I forgot.



How does this game work?!


A Mouse Guard “session” is divided into two main sections, the DM’s turn and the Players’ turn.



The DM’s turn.


In this first part of the game the patrol is summoned together and gets their marching orders. During this time they gather gear and write their goals and head out into the Territories. During the DM’s turn it is my job to throw obstacles and conflicts at the patrol. The game stresses that during this part the patrol’s lives will be endanger, they may get hurt or lost, they may loose sight of their goals and may take one step forward, two steps back. They will be challenged by nature, wild animals, other mice, and the weather itself. They will use their skills and wises and traits to help them, or to hurt them. The DM’s turn is all about being challenged and overcoming those challenges.


The Players turn

During the players turn you are in control. You have a number of “checks” (accumulated during the DM’s turn) you can use those checks to make scenes. Say the Player’s turn starts with you stumbling into town, drenched and sick. You can use a check to try to heal yourself. Or find an inn. Or see if you can find a smith who will work for free. You can use checks to help you accomplish your Goal, or help your patrolmates accomplish theirs.



Rollin!

Mouse Guard is a d6 dice pool system. Tests involves rolling a number of dice equal to a Skill or Ability and counting the number of dice that come up 4, 5 or 6 as successes, attempting to meet or beat an obstacle number. Of course most obstacles are too high to be met by a single mouse unless they're a serious expert: teamwork is one of Mouse Guard's big themes, so you're going to need a little help from your friends.

That’s all I really want to say about the mechanics until we start playing. If anyone wants more details ask but I don't want to overwhelm anyone.


Lore!

Here is a excellent write-up of the history which I found.


Back in the day, everything was terrible.

Mice were prey. They were at the mercy of the elements and the seasons. They held territory only so long as something larger and less friendly didn't happen along. They were, in short, essentially mousey. Eventually, a few mouse communities got fed up with being near the bottom of the food chain and decided to do something about it. Banding together, they carved out a hidden, defensible settlement in the face of a rock wall and began bringing in survivors. Surrounded by impenetrable stone walls, garrisoned by a volunteer militia and supplied by underground streams and deep granaries, it was the mouse equivalent of a well-built Dwarf Fortress settlement. They called it Lockhaven.

Over time, the Lockhaven mice discovered that they weren't the only ones to figure out this whole “civilization” deal. Other communities had sprung up throughout what were now known as the Mouse Territories. They were smaller and mostly less defensible than Lockhaven, but fiercely independent: they would never willingly incorporate into Lockhaven or abandon what they had built.

As a sidenote, this is a theme of Mouse Guard: mice are both clannish and skittish, which makes their politics difficult. It's hard for them to build coalitions when their natures are telling them to hoard their resources and keep their heads low. This is mechanically supported, as we'll see later.

This sparked a debate as to whether to leave the outsiders to their fates or bring them under Lockhaven's control by force for their own good. Eventually, they settled on using the strength of Lockhaven to protect the rest of the Territories. Its militia blazed trails, patrolled the roads, delivered mail and supplies, fought off predators, and generally did the heavy lifting for the Territories, which began to thrive. They became the Mouse Guard. Over time, Lockhaven transformed from a city into a fortress dedicated to the logistical needs of the Guard.


The Guard is overseen by a female captain known as the Matriarch who doubles as governor of Lockhaven. As the head of the only serious military force in the Territories, she's also something like the Secretary of Defense for the loose confederation of mouse city-states. The current Matriarch, Gwendolyn, is a canny old gal who has seen the Territories through a brutal war with the neighboring weasels of Darkheather.

By treaty, the Guard are the final authority in the wilderness between cities, but they have no more authority in the settlements than any other mouse. The settlements are also supposed to help Lockhaven supply the Guard, which has grown larger than any one city can support, but they aren't obligated per se: technically the Guard is supposed to be self-sufficient.

We as Guard offer all that we are to protect the sanctity of our species, the freedom of our kin, and the honor of our ancestors.

With knowledge, sword and shield, we do these deeds, never putting a lone mouse above the needs of all, or the desire of self above another.

We strive for no less than to serve the greatest good.

The duties of the Guard mostly consists of traveling the wilderness while maintaining trails, keeping the roads safe, delivering mail, scouting for natural dangers like predators or dangerous weather and less natural dangers like incursions from the weasel burrows in Darkheather. Since the Guard is ostensibly neutral, guardmice are also expected to act as mediators in disputes between settlements and sometimes between individual mice. Finally, the Guard maintains the Scent Border, a miracle of mouse science which keeps most large predators like wolves and foxes out of the Territories. As long as the Guard patch the Border up a couple of times a year the Territories stay free of their worst predators. This is good because even a single fox can be a nightmarish threat to mouse settlements, and a bear who wants to claw your tree-city open for its delicious honey is basically Godzilla.

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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Re: Mouse Guard

Post by GideonDuthuras » Mon May 21, 2012 7:10 pm

24 HOUR NOTICE!

Post at least an "I wanna give this a try" post

Image

if

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you

Image

want

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in.



....

....


Image
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!!!!!!!!
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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Re: Mouse Guard

Post by GideonDuthuras » Wed May 23, 2012 6:17 am

Thread is up. We'll see how this goes.
The law and justice are two entirely different matters.
I was born with a six-gun in my hand, behind a gun I'll make my final stand.

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