An administrator manages towns, cities and other groups of mice. He writes laws, allocates money for budgets, files reports and distributes resources.

Administrators can be provided with supplies in the form of records and documents from Archivists.

Administrator Factors
Type: Report, budget, law, rationing orders
Breadth: Mouse, patrol, outpost, business, neighborhood, town, city

Suggested Help for Administrator
Archivist, Orator and appropriate wises

An apiarist is a specialist who raises bees and harvests their honey and wax.

Apiarist Factors
Bees: Drones, workers, queen, hive
Product: Honey, wax
Action: Placate, anger, swarm

Suggested Help for Apiarist
Scientist, Insectrist, Loremouse, and appropriate wises

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

They are also adept at plumbing the depths of archives and libraries for information.

Archivists can be provided with supplies in the form of paper from millers and ink from insectrists.

Archivist Factors
Writing: Accuracy, clarity, simplicity
Researching: Specific, obscure, lost, damaged

Suggested Help for Archivist
Cartographer, Administrator and appropriate wises

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

Armorers can be provided with supplies from insectrists, smiths and weavers.

Armorer Factors
Armorer uses some special factors so you can build your own weapons in play.

Paw-to-Paw (start counting at 1): Short and Quick, Useful, Deadly, Versatile, Hooked, Hard to Defend

Spears and Missiles (start counting at 2): Spear, Thrown, Missile

Armor and Shields (start counting at 2): Protection, Light Armor, Heavy Armor

If the armorer fails, the GM may add one or two of the following conditions to the creation:
Clumsy: + 1 Ob to Defend or Feint. Heavy: + 1 Ob to Health tests to resist fatigue. Slow: + 1 Ob to Defend or Feint. Cumbersome: + 1 Ob to Maneuver tests. + 1 Ob to any attempt at sneaking or hiding.

Suggested Help for Armorer
Smith, Scientist and appropriate wises

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

A baker can receive supplies from brewers, millers and apiarists.

Baker Factors
Materials: Milled grains, harvested seeds, foraged materials
Breadth: One mouse, two mice, a patrol, a household, a bakery

Suggested Help for Baker
Scientist and appropriate wises

A boatcrafter specializes in all things boats! He can make a variety of craft, from leaf boats to wooden plank boats. He can also use his knowledge to navigate waterways.

Boatcrafters can use supplies from carpenters or hunters (for skins) for their more durable craft.

Boatcrafter Factors
Use: One use, multiuse
Size: Mouse, two mice, patrol, cargo, a dozen mice

Suggested Help for Boatcrafter
Carpenter, Scientist and appropriate wises

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! A brewer can use ground grain from a miller and honey from an apiarist as supplies.

Brewer Factors
Quality: Typical brew, good brew, excellent brew
Breadth: A group, a tavern or restaurant, a town

Suggested Help for Brewer
Scientist and appropriate wises

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

Supplies of wood from harvesters or laborers are always welcome, as are tools from a smith.

Carpenter Factors
Type: Household items (like bowls) and boards and building materials, pulleys and ladders, furniture, small structures like a shack, a room or large exterior wall, a small house.

Suggested Help for Carpenter
Scientist and appropriate wises.

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

Cartographer Factors
Complexity: Simple map, detailed map, accurate map
Information: Area personally surveyed, information transmitted by notes (from a non-cartographer), information transmitted by word of mouth

Suggested Help for Cartographer
Archivist, Pathfinder and appropriate wises

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.

Cooks can receive supplies from harvesters and millers and forage from Mouse Nature.

The Cook skill can be used to alleviate the Hungry condition. Test the skill against the appropriately factored obstacle.

Cook Factors
Feeds: One mouse, two mice, the patrol, a big family, a restaurant, the neighborhood

Suggested Help for Cook
Baker and appropriate wises

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

Deceiver Factors
Deceiver is used in versus tests against your opponent’s Deceiver, Persuader or Will. It can also be used in certain conflicts for independent actions.

Suggested Help for Deceiver
Persuader and appropriate wises

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 — using their bare paws or any of the variety of weapons available.

Fighter Factors
Fighter is used in versus tests against another character’s Nature or Fighter skill. It can also be used in certain conflicts for independent actions.

Suggested Help for Fighter
Hunter and appropriate wises

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.

Glazier Factors
Quality: Simple, functional, pretty
Size: Small, medium, large

Suggested Help for Glazier
Scientist and appropriate wises

Haggler is a specialized social skill used for bargaining over prices of goods and services. Haggler can be used to reduce the obstacle of a Resources test, increase the price of something you’re selling or to convince someone that your services are worth paying for.

Haggler Factors
Haggling is nearly always used as a versus test against Haggler or Will. It can also be used in a negotiation conflict.

Passing your Haggler test can raise or lower the Resources obstacle by one, depending on what you were after.

If you fail your Haggler test, your opponent can raise or lower the obstacle of the Resources test, too. But he does it to make it worse for you, not better.

Suggested Help for Haggler
Persuader and appropriate wises

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.

Harvesters can use jars made by potters to store their finds and prevent spoilage. These clay pots count as supplies.

Harvester Factors
Time: Late summer and early fall, early summer and late spring, late fall, winter
Feeds: The patrol, a big family, a bakery or restaurant, a neighborhood, a town, a city
Extreme conditions (only use this additional set of factors if they’re active in your game): Flood, drought

Suggested Help for Harvester
Weather Watcher and appropriate wises

The healer keeps mice whole and healthy. A healer can take supplies from harvesters and scientists in the form of herbs and medicine. A healer can also create poultices and potions to aid mice in recovering from being Tired and Angry. These count as supplies for Will and Health tests for recovery.

Healer Factors
Healer uses a special, set factor of Ob 3 for tending to the Injured and Sick.
Poultices: Tired, Sick, Injured, Hungry, Angry

Suggested Help for Healer
Scientist and appropriate wises

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.

Hunter Factors
Hunter is used in versus tests against Nature or in independent tests in conflicts involving fighting animals.

Hunter can also be used to find information about an animal — where it likes to eat, what it eats, what its weapons are.
Habits: Trails, food/prey, weapons and nests

Suggested Help for Hunter
Loremouse and appropriate wises

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.

Insectrist Factors
Type: Crickets, beetles, silkworms, ants, spiders
Amount: One, many, too many
Result: Labor (hauling), control (obeying), production (making something for you)

Suggested Help for Insectrist
Loremouse and appropriate wises

An instructor knows how to transmit skills to another character.

Using this skill, you can give your student a test for advancement in a skill. You must have the skill you’re teaching at a higher rating than your student, or you must have another guardmouse on hand with that skill. In the latter case, the two of you teach your student together, as a team.

If your Instructor test is successful, you may give your student a passed or failed test for advancement. It’s your choice. You may also use the Instructor skill to grant your student a test toward a skill he’s learning.

Instructor Factors
The obstacle for instruction is equal to the student’s current Nature rating. If Nature is taxed, use the taxed value as the obstacle. If it’s untaxed, use the full value.

Suggested Help for Instructor
The skill being taught may be used to help.

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.

Laborers need tools from a smith.

Laborer may be used to help the following trade or craft skill tests: Apiarist, Armorer, Baker, Boatcrafter, Brewer, Carpenter, Glazier, Harvester, Healer, Insectrist, Miller, Potter, Scientist, Smith, Stonemason and Weaver.

Laborer Factors
Labor: Gathering wood, cutting stone, mining metal

Suggested Help for Laborer
Appropriate skills and appropriate wises

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

Loremouse Factors
Communication (start counting at 2; this is a hard thing): Beasts of feather, beasts of fur, scaly beasts, beasts of water
Nature: You may read the aspects of a creature’s Nature using the Loremouse skill. Make a versus test between Loremouse and the creature’s Nature. Success indicates that the GM informs the loremouse of the aspects of the creature’s Nature.

Suggested Help for Loremouse
Hunter, Scientist and appropriate wises

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

Militarists are rare among the mice. It is against mouse nature to gather in force and hurl themselves into the slaughter in an ordered fashion.

Militarist Factors
Militarist is used primarily in conflicts and versus tests. Other tests can be made using the following factors:
Tradition: Populace with military tradition, warlike populace, peaceful populace
Size: Outpost, fort, town, city, castle
Action: Destroy, defend or reinforce

Suggested Help for Militarist
Administrator and appropriate wises

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

Miller Factors
Type: Milling grain, milling mortar, milling paper
Amount: For a patrol, a household, a business or large structure, a town, a city

Suggested Help for Miller
Scientist and appropriate wises

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

Orator Factors
Orator is primarily used in versus tests against Orator and Will. Orator versus Orator would be used for competing with another person to get the attention of a crowd. Orator versus Will would be used to fire the crowd up. Orator can also be used in independent tests in a conflict.

Suggested Help for Orator
Deceiver or appropriate wises

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.

Pathfinders can use maps from cartographers as supplies.

Pathfinder Factors
Trying to arrive at a destination before another group or patrol requires a versus test with the other group.

Destination: Nearby, a short journey, a long journey, remote or isolated
Route: Well traveled, infrequently used, overgrown or washed out, blazing a new trail

Suggested Help for Pathfinder
Scout, Hunter, Weather Watcher and appropriate wises

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.

This skill is not for speech making. You may only use it in small conversations.

Persuader Factors
Persuader is used in versus tests against your opponent’s Persuader, Deceiver or Will. It can also be used in certain conflicts for independent actions.

To convince another character that it’s in his own best interest to act, test Persuader versus Will. In other words, if you’re trying to convince a target who is simply saying “no,” it’s Persuader versus Will.

To convince another character that you’re right when they’re trying to convince you of something else, test Persuader versus Persuader. In other words, if you’re arguing and trying to prove who’s right, test Persuader versus Persuader.

Suggested Help for Persuader
Deceiver and appropriate wises

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

Potter Factors
To store: Dry goods, liquid goods
Type: Simple, functional, pretty
Size: Small, large, bulk

Suggested Help for Potter
Glazier, Baker and appropriate wises

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

Scientists can use records from archivists or extractions from insectrists as supplies for their experiments. They can also use moss from Elmoss and the spruce sap from Sprucetuck to make medicines.

Scientist Factors
Field: Geological/mineral, chemical, physical/engineering, biological, astronomical
Desired Effect: Harmful, beneficial

Suggested Help for Scientist
Appropriate wises

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

Scout Factors
Scout is almost always used as a versus test: Scout versus Nature or Scout versus Scout.

If looking for evidence or some other unsuspecting object, use the following factors:
Size: Big, mouse-sized, small, tiny
Location: Location known, location roughly known, location is “in that direction over there”
Time: Left this season, left last season, left last year

Suggested Help for Scout
Pathfinder, Hunter and appropriate wises

**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.

Smith Factors
Type: Hardware, cooking implements, craftsmice tools, small structures like a gate, large structures like a fence, floor or portcullis

Suggested Help for Smith
Laborer, Armorer and appropriate wises

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

Stonemasons are always in need of good tools from smiths to make their work easier.

Stonemason Factors
Complexity: Simple structure like a wall, moderately complex like a column, complex like an arch, reinforced like fortifications
Size: Small like a bench, moderately-sized like a wall, big like a foundation or a house

Suggested Help for Stonemason
Laborer and appropriate wises

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

This skill also has a special condition attached to it. A mouse with this skill cannot be made Angry due to a failed Survivalist test.

Survivalist Factors
Action: Building a shelter, locating water, starting a fire in bad conditions, emergency tool-making, jury-rigging a boat
Breadth: One mouse, the patrol, a large group

Suggested Help for Survivalist
Hunter, Weather Watcher and appropriate wises

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.

Weather Watcher Factors
Use of the skill in game is very powerful. A weather watcher may test to determine the weather. If he’s successful, he gets to determine the weather for the next leg of the journey.

The weather watcher must make a versus test with the season’s current weather: Winter 7, Spring 6, Summer 4, Fall 5. The GM rolls for the weather.

If the player wins, he can predict what the next change in the weather will bring. He may choose from the seasonal options given in Seasons. If he wins by two or more, he may choose an unseasonable option for that season.

The predicted weather takes hold at the start of the next session, or due to a weather-based complication this session. The predicted weather lasts until another weather-based complication is brought into the game or until the end of the session. If no weather has been predicted, the GM gets to set the weather at the start of the session and due to weather-based twists.

This ability is powerful, but it can have interesting side effects. For example, if a player brings too much unseasonable weather into play, it could have long-term effects in the form of droughts, floods, blight or even pestilence. Those extreme variations in the weather will usually be brought into the game by the GM based on the state of the weather in the recent seasons.

Suggested Help for Weather Watcher
Scientist and appropriate wises

A weaver can manufacture fabric and create cloaks, aprons, blankets, sheets and tapestries. The products of a weaver can be used as supplies to recover from Tired conditions gained from being cold and/or wet.

Weavers can take fur from hunters, fibers from harvesters or silk from insectrists. Dyes come from stonemasons, scientists or insectrists.

Weaver Factors
Type: Blankets, bedding, cloaks, clothing, tapestries
Suggested Help for Weaver
Appropriate wises

A wise is an area of knowledge or experience. Wises can be tested like skills to find out information about a specific topic. The topic is limited by the name of the wise, not by a skill description like other skills.

Wises are not, in fact, individually described. They are meant to be defined by their name. The GM and the players may interpret the wises themselves to determine how and why they think they are appropriate to a situation.


The Bee -Team NinjaPete