TEXT: mouse 
  guard
  Name:	
  Parents:
  Age:			
  Senior	Artisan:
  Home:		
  Mentor:
  Fur	Color:	
  Friend:	
  Guard	Rank:	
  Enemy:
  Cloak	Color:	
  	
  Fate
  o
  One point alllows you to reroll 
  any 6s as new dice
  Persona
  o
  Add one die per point spent 
  or tap Nature
  Skills
  Skill
  Rating
  Advancement
  Skill
  Rating
  Advancement
  fighter
  o
  P:mmmmmm
  F: mmmmm
  orator
  o
  P:mmmmmm
  F: mmmmm
  healer
  o
  P:mmmmmm
  F: mmmmm
  deceiver
  o
  P:mmmmmm
  F: mmmmm
  hunter
  o
  P:mmmmmm
  F: mmmmm
  persuader
  o
  P:mmmmmm
  F: mmmmm
  instructor
  o
  P:mmmmmm
  F: mmmmm
   
  o
  P:mmmmmm
  F: mmmmm
  pathfinder 
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  scout
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  survivalist
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  weather watcher
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  o
  P:mmmmmm
  F: mmmmm
  Abilities
  Raw Abilities
  Rating
  Advancement
  Special Abilities
  Rating
  Advancement
  nature (Mouse) 
  o
  P:mmmmmmm
  F: mmmmmm
  resources
  o
  P:mmmmmmmmm
  F: mmmmmmmmm
  will
  o
  P:mmmmmm
  F: mmmmm
  circles
  o
  P:mmmmmmmmm
  F: mmmmmmmmm
  health
  o
  P:mmmmmm
  F: mmmmm
  Conditions
  Healthy  
  o
  Hungry/Thirsty  o
  - 1 to disposition to any conflict.
  Angry (Ob 2 Will) 
  o
  - 1 to disposition for any conflict 
  that uses Will as its base.
  Tired (Ob 3 Health) 
  o
  -1 to disposition for all conflicts.
  Injured (Ob 4 Health) o
  - 1D to skills, Nature, Will and 
  Health (but not recovery).
  Sick (Ob 4 Will) 
  o
  - 1D to skills, Nature, Will and 
  Health (but not recovery).
  trait name
  trait level
  beneificial uses
  checks
  1 m+1D per session
  2 m+1D per roll
  3 m  Reroll failed dice
  m Used this session
  — May be used on each roll.
  m Used this session
  m m m m 
  m m m m
  1 m+1D per session
  2 m+1D per roll
  3 m  Reroll failed dice
  m Used this session
  — May be used on each roll.
  m Used this session
  m m m m 
  m m m m
  1 m+1D per session
  2 m+1D per roll
  3 m  Reroll failed dice
  m Used this session
  — May be used on each roll.
  m Used this session
  m m m m 
  m m m m
  1 m+1D per session
  2 m+1D per roll
  3 m  Reroll failed dice
  m Used this session
  — May be used on each roll.
  m Used this session
  m m m m 
  m m m m
  1 m+1D per session
  2 m+1D per roll
  3 m  Reroll failed dice
  m Used this session
  — May be used on each roll.
  m Used this session
  m m m m 
  m m m m
  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
  basic 
  dice 
  rules
  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
  1: One test during Players’ Turn
  2:  Recovery check during 
  GM’s Turn
  3:  Charge: temporarily elevate 
  trait for remainder of session 
  2/4:  Recharge trait
  Mouse Nature can be used for, escaping, climbing, hiding and foraging.
  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.
  nature 
  rules
  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.
  © 2008 Luke Crane and Ben Morgan. 
  Permission granted to make copies for personal use. 
  www.burningwheel.com
  Belief
  Goal
  Instinct
  Contacts
  Gear
  Traits
  Playing a 
  Belief earns 
  a fate point
  Accomplishing 
  a Goal earns a 
  persona point
  Playing an 
  Instinct earns 
  a fate point
  
  conflict goal
  conflict mechanics
  Y Decide the type of conflict.
  Y Determine participants and teams.
  Y State goals. Write them on your sheets.
  Y Roll for your starting disposition.
  Y  Check participants’ conditions. Modify 
  dispositions accordingly.
  Y  Choose three actions in private. The GM chooses 
  his actions first.
  Y  Reveal first action. The GM reveals his action first. Consult 
  the Actions Table to see how your actions interact.
  Y  Make Action test. Add any modifiers from gear or weapons. 
  Change disposition accordingly. If either disposition is 
  reduced to 0, stop.
  Y  Reveal and test for Actions 2 and 3. Same rules as above.
  Y  After Action 3, all teams who still have disposition of 1 or 
  more privately choose three more actions. The process 
  continues until all the teams on the players’ side or the 
  GM’s have been reduced to 0 disposition. 
  Y  Once one side has been reduced to 0 disposition, work 
  out a compromise appropriate to the damage done to the 
  winning team’s disposition.
   
  Starting Disposition
  To generate a starting disposition for a conflict, test the 
  listed appropriate skill and add those successes to the rating 
  of the listed ability, subtract any condition penalties from 
  that total. Apply condition penalties to the disposition. If 
  acting in a group, all unique penalties apply to the group’s 
  disposition. Check gear (like armor) for disposition bonuses 
  or penalties.
  Conflict Type
  Test Skill
  Add to Base
  Argument
  Persuader
  Will
  Speech
  Orator
  Will
  Negotiation
  Haggling
  Will
  Fight
  Fighter
  Health or Nature
  Fight Animal
  Fighter or Hunter
  Health or Nature
  Chase
  Scout
  Nature
  War
  Military
  Will
  Journey
  Pathfinder
  Health
  Other
  Attack skill
  GM’s call
  Action	1
  m Attack
  m Defend
  m Feint
  m Maneuver
  Action	2
  m Attack
  m Defend
  m Feint
  m Maneuver
  Action	3
  m Attack
  m Defend
  m Feint
  m Maneuver
  conflict actions
  actions 
  descriptions
  Privately choose one action in each volley.
  Attack
  Attack reduces disposition by 
  margin of success.
  Independent Obstacle: 0
  Defend
  Add the margin of success to the 
  disposition. Disposition cannot 
  go higher than the starting total.
  Independent Obstacle: 3. 
  Feint
  Feint is a special attack. If played against 
  Defend, the Defender may not test. 
  The Feinter makes an independent test, 
  successes reduce his target’s disposition. 
  If played against an Attack, the Feinting 
  player may not attack or defend. If played 
  against another Feint, make a versus test. 
  The margin of success is subtracted from 
  the loser’s disposition. If played against 
  Maneuver, test Feint at Ob 0. Successes are 
  removed from opponent’s disposition.
  Independent Obstacle: 0
  Maneuver
  Spend your margin of success to buy a 
  particular effect. You may buy multiple 
  effects if you can afford it. You can’t buy 
  the same effect twice on the same action. 
  •  Margin of Success 1: Impede: -1D 
  disadvantage to your opponent’s 
  next action.  
  •  Margin of Success 2: Gain position: 
  +2D advantage to your next action.  
  •  Margin of Success 3: Disarm: remove 
  one of your opponent’s gear or 
  weapons, disable a trait for the 
  remainder of the conflict. Or you 
  may Impede and Gain Position.
  Independent Obstacle: 0
  multiple 
  characters 
  in a team
  If you have two or 
  more mice in one team, 
  each player takes 
  turns testing for and 
  describing his actions 
  for the team. Two 
  players alternate back 
  and forth. Three players 
  each get one action out 
  of the set of three. If 
  you have four players 
  on one team, which I 
  recommend against, 
  the fourth player starts 
  the next exchange of 
  actions. Then you go 
  around the table again.
  sample weapons
  Disposition
  I = Independent action. Test both separately, both actions 
  can be successful or both can fail.
  V = Versus. Roll skills or abilities against each other. 
  Highest number of successes wins.
  * Special. See Feint action description at right.
  action interactions
  Attack
  Defend
  Feint
  Maneuver
  Attack
  I
  V
  *
  V
  Defend
  V
  I
  *
  V
  Feint
  *
  *
  V
  I
  Maneuver
  V
  V
  I
  I
  skills by conflict/action
  Conflict	Type
  Attack
  Defend
  Feint
  Maneuver
  Argument
  Persuader
  Persuader
  Persuader 
  or Deceiver
  Persuader 
  or Deceiver
  Chase
  Scout
  Pathfinder
  Pathfinder
  Scout
  Fight
  Fighter
  Nature
  Fighter
  Nature
  Fight 
  Animal
  Fighter or 
  Hunter
  Lore. or 
  Nature
  Fighter or 
  Hunter
  Lore. or 
  Nature
  Negotiation
  Haggler
  Haggler
  Deceiver
  Deceiver
  Journey
  Pathfinder
  See descr.
  Pathfinder
  See descr.
  Speech
  Orator
  Orator
  Orator or  
  Deceiver
  Orator or  
  Deceiver
  War
  Militarist
  Militarist 
  or Orator
  Militarist
  Militarist
  Weapon
  Attack
  Defend
  Feint
  Maneuver
  Special
  Length
  FIght
  Axe
  +1s
  -1D
  -1D
  —
  —
  Normal
  Bow
  +1D*
  —
  —
  +2D
  * Vs Defend only
  Missile
  Halberd
  +1s(axe)
  -1D(axe)
  -1D(axe)
  +1D(spear)
  Choose mode
  Spear
  Hook 
  and Line
  -1D
  —
  —
  +1D, +1s
  —
  Normal
  Knife
  —
  —
  —
  See Special
  As disarm 
  against spear 
  or bow
  Normal or 
  Thrown
  Shield
  —
  +2D
  —
  —
  -1D Health
  Normal
  Sling
  —
  —
  —
  +1D
  —
  Missile
  Spear
  —
  —
  —
  +1D
  —
  Spear
  Staff
  —
  —
  +1D
  —
  —
  Normal or 
  Thrown
  Sword
  —
  —
  —
  —
  +1D to one 
  action type
  Normal
  Argument
  Intimidation
  —
  —
  +1s
  +1s
  —
  —
  Deception
  —
  —
  +1s
  +1s
  —
  —
  Evidence
  +1s
  —
  —
  —
  Must have 
  evidence!
  —
  Roleplay
  —
  —
  —
  —
  +1D to one 
  action type
  —
  Promises
  —
  +1D
  —
  —
  —
  —
  Repeating
  -1D
  -1D
  -1D
  -1D
  —
  —
  s
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Mouse Guard/Sheets/Mouse Guard Fillable Sheet.pdf