Sei sulla pagina 1di 2

MOUSE GUAR D SK ILL TEST FLOWCHART

The GM presents the upcoming Scenario [GM Turn] The Player presents the upcoming Scenario [Player Turn]
The GM begins by setting a scene, a development, and a challenge The Player begins by setting a scene, a development, and a challenge
Often, the rough end point is known The rough end point is known
The GM may present means and skill options that will overcome the challenge The Player sets the means and skill they will test
The Players may suggest alternate means (and skills) to overcome the challenge The GM approves the scene and the test
The mouse who volunteers first or thinks of the plan must make the Test -or-
If the group is discussing options, the Patrol Leader may delegate who makes the Test

The GM sets the Difficulty The GM or Players set a Versus Test


Ob 1 – Easy/Routine – Easy for a single mouse The GM creates a dice pool for the opponent
Ob 2 – Moderate/Skillful – Single mouse should be able to do it with some risk The GM rolls to create the resultant “Ob” value
Ob 3 – Difficult/Challenging – Might need help overcoming this problem -or-
Ob 4 – Very Hard/Severe – Require Teamwork or some luck The involved Players each prepare their dice pools
Ob 5 – Insane/Heroic – Dedicated and experienced Teamwork needed They roll simultaneously
Ob 2 is the most common/baseline difficulty

Assemble a Dice Pool


Base dice is equal to mouse’s Skill Rating

A mouse may HINDER themselves by Invoking Traits


They may Impede themselves; remove one die from the pool [Earns one Check]
They may Hurt themselves; add two dice to opponent’s pool in Versus test [Earns two Checks] Versus Only

A mouse may spend a Persona Point to Tap Nature


Add their Nature rating in dice to the pool.
If the test is for Escaping, Climbing, Hiding, or Foraging, there is no cost to tapping Nature.
If the test is for anything else, Nature is temporarily reduced (Taxed) by one.
If the test is failed, no matter the use, Nature is Taxed by the Margin of Failure

A mouse may spend Persona Points to add to the pool


A mouse may spend up to three Personal Points
Add one die per Persona Point spent

A mouse may aid themselves by using Traits


Add one die to the pool
Mark off Trait use as appropriate

Allies may assist by using relevant Skills


The Player controlling the ally hands one die to be placed in the pool
If Nature, Will, Health, Resources, or Circles is being Tested, anyone can help
If any other Skill is being Tested, only mice with relevant skills may assist
An ally may NOT assist another mouse with Will or Health tests for recovery
Assisting mice suffer lesser consequences resulting from a failed roll

Allies may assist by using relevant Wises


Add a die to the pool
An ally may NOT assist another mouse with Will or Health tests for recovery
Assisting with a wise does NOT bind the ally to any consequences

A mouse may use, or an ally may give, a relevant Item


Add a die to the pool
An ally may NOT assist another mouse with Will or Health tests for recovery
Roll the Pool!
Separate the dice into Snakes (1-3), Swords (4-5), and Axes (6)
Count the number of successes (Swords + Axes)

A mouse may spend a Fate point to use Deeper Understanding


Must be related to one of their Wises
Reroll any SINGLE die
A die that has already been rerolled cannot be rerolled again

A mouse may spend a Persona point to use Of Course!


Must be related to one of their Wises
Reroll ALL failed dice

Determine Result - Independent Test Determine Result - Versus Test


If the value of the pool is... If the value of the pool is...

EQUAL or OVER the Ob rating LESS than the Ob rating Over the Vs result EQUAL to the Vs Less than the Vs
The test is Successful The test is Failed The test is Successful The test is Tied The test is Failed

Passed Test! A mouse may spend a Fate point to create Exploding Dice
You’ve overcome the obstacle or opponent! Add and roll an additional die to the pool for EACH Axe initially rolled
The testing mouse fills in a Pass bubble; any mouse marks traits as appropriate Continue to add and roll additional dice for EACH additional axe rolled
You & allies & GM narrate to the end of the scene wherein you emerge victorious
Over the Vs result EQUAL to the Vs Less than the Vs
The test is Successful The test is Tied The test is Failed

Failed Test! A mouse may spend a Fate point to create Exploding Dice
Alas, the obstacle or your opponent got the better of you Add and roll an additional die to the pool for EACH Axe initially rolled
The testing mouse fills in a Failure bubble; any mouse marks traits as appropriate Continue to add and roll additional dice for EACH additional axe rolled
The GM can either have you fail to overcome the obstacle, and add a Twist -or-
The GM can let you succeed but at a Cost A mouse may break a tie in the Opponent’s Favour by Invoking a Trait
A cost is usually a Condition; assisting mice via Teamwork suffer lesser consequences The test fails. [Earn two Checks]
The GM & you & allies narrate to the end of the scene wherein you are unsuccesful
The may narrate the new twist or save it for a future scene
The test goes to a Tiebreaker Test
Magic four Twists: weather, wilderness, animals, mice
If the base test was of a Physical nature, the tiebreaker is a Health test
If the base test was of a Mental or Social test, the tiebreaker is a Will test
If the base test was a Will or Health test, the tiebreaker is a Nature test
If the base test was a Nature test, the tiebreaker is a Will or Health test
This is a straight test; no aid allowed [Nature, if tested, is not taxed ]

Over the Vs result Less than the Vs EQUAL to the Vs


The test is Successful The test is Failed The test is Tied
Can Fate if not yet done
Can Trait if not yet done
Else, test is Failed
About Marking Advancement...
One test for advancement per scene per skill
Log the first Test you earn, UNLESS
You only need one more of a particular type of test to advance
Then you can hold off noting your test during a conflict get what you need

Potrebbero piacerti anche