Character Creation

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Character Creation

#1 Post by Nomine » Sun Sep 25, 2016 5:40 pm

Stages of bringing your mouse to life.

Should be noted that this process differs some from how we did it in Salisbury, the versions below is more in line with how it is intended, but in Salisbury I ran a simplified version, since we had such a large and mixed group.

Rulebook, character sheets, conflict resolution forms etc: https://www.dropbox.com/sh/lkri6r2a5uvf ... QmJMa?dl=0

Map over mouse territories: http://www.mouseguard.net/wp-content/ga ... allmap.jpg

Name: - These tends to be Old-English sounding names, Liaem, Saxon, Kenxie, Sadie, etc. But not limited to these sounding names

Age: A mice can be inducted in the guard as early as 14, they officially become guard mice at the age of 18 (normally) and most retire before the age of 60

Fur Color: Five most common are; Black, Blonde, Grey, Red and the most common: Brown

Home: Pick the home townstead or location for your mice. Most of the guard come from Lockhaven (the guards HQ fortress) Sprucetuck, Barkstone, Ivydale, Copperwood, Port Sumac, Shaleburrow and Elmoss, which all have their own cutlture and feel.
You get to pick either one of the skills, that you start with 2 in, or the trait (for free) or this can be traded for 1 free skill point to be placed in any skill. If your character is not that connected to his town.

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


Parents: What were their occupation, where do they live? Nearly all mice take up either their mother or father's occupation and practice these skills even while working as a guard. Plus the parents are often allies of the mice, which can come in handy during work.

Senior Artisan: To be discussed with Kai - But choose their area independently (impacts skills - see below)
Friend or Ally: To be discussed with Kai - But choose their area independently (impacts skills - see below)
Enemy or Rival: To be discussed with Kai - But choose their area independently (impacts skills - see below)
Mentor: To be discussed with Kai - But choose their area independently (impacts skills - see below)


Guard Rank: There is 5 ranks within the Mouseguard: Tenderpaw - Fresh recruits, Guardmouse - Foot soldiers, Patrol guard - Veteran mice responsible for complicated or independent missions, Patrol leaders - Mice who have demonstrated that they can think independently and can lead, Guard Captains - Highest standing rank below Gwendolyn herself and normally not open for players, until they achieve it in game.
If you choose to play a Tenderpaw, another player must act as your character's mentor, and the “mentor skill” must be one that player has.

Cloak Color: Gifted to the mice by their mentor, as a symbol of graduating and becoming a full guard mice. The mentor always chooses the color and represents the way they view their student's disposition or personality. For instance blue for somebody who is always calm, or red for somebody who just can´t contain themselves, always wanting to push further.

12. Belief: Ethical or moral statement that sums up how the character sees the world. “It does not matter what you fight, but what you fight for” - A core statement in Mouseguard. So why does your character fight? What keeps them going despite hardship, should be 1-2 sentences.

13. A goal - A task, a mission or vow they try to complete. These are goals for 1-2 seasons,
and will change during play.

Instinct: A sentence that describe your characters gut reaction, what they instinctively would do: “Save the innocent”, “Never delay when on a mission” “Never shy away from danger”
This can be used to give bonuses on dice rolls, or impact game in other ways.

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Re: Character Creation

#2 Post by Nomine » Sun Sep 25, 2016 5:40 pm

Nature: The mouse's natural abilities and tendencies, e.g what you were born to do, what helps you survive in the wild and cruel world. It goes from 0-7, the higher the number, the more mouselike you are.
It is four aspects that follow were Nature can be used instead of skill: Escaping, Climbing, Hiding, Foraging, but if you use nature (or is forced to) in situations outside of those, you risk losing a bit of it.

Will: How mentally resilient, sociable and adaptable your mouse is. Goes from 1-6 and is used for instance when you resist another character trying to convince you of something.

Health: Your mouse's physical strength and well being. Goes from 1-6

Resources: What material resources your character can produce, can be a measure of resourcefulness of wealth. Ranges from 1-10

Circles: How socially connected you are, in and outside of the guard. Goes from 1-10 and can be used for instance to know somebody in a new town.

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Re: Character Creation

#3 Post by Nomine » Sun Sep 25, 2016 5:52 pm

Mechanics of character creations:

Age
Decide your mouse's age - This determines Health and Will - As your body ages, you accumulate wisdom, so younger mice aren't always better. Mice aged under 17 must be tenderpaws.

Age: 14-20
Will: 2
Health: 6
(20 and under must be tenderpaws)

Age: 21-27
Wil: 3
Health: 5

Age: 28-34
Will: 4
Health: 4

Age: 35-41
Will: 5
Health: 3

Age: 42-48
Will: 6
Health: 2

Age: 49-55
Will: 7
Health: 2
(Will be notably old.)



Nature

You start with a 'base' nature rating of 3. Modify it by answering the three questions below, and calculate your mouse's nature. Please try and remember/note down the limitations your answers will put upon your traits and skills!

1 - Do you save for winter even if it means going without something now? Or do you use what you have when you need it?
If you save for winter, increase your Nature by 1. You may not take the Bold or Generous traits.

2 - When confronted, do you stand your ground and fight or do you run and hide?
If you run and hide, increase your Nature by 1. Decrease your starting Fighter skill, if you take it, by 1.

3 - Do you fear owls, weasels and wolves?
If you do, increase your Nature by 1. You may not take the Fearless trait.

4 - Are you a tenderpaw;
If so - increase your nature by 1.


The start of skill assignment!
Mice can learn a wide array of skills, and you learn more and get better with practice or experimentation. You begin with some skills, representing your mouse's experiences thus far.

Here is a list of all the skills in Mouse Guard, worth making a note of which ones matters to you.
You get 5 starting levels to divide between these, you can add one or more points per skill. To the max of 3 at this stage (and remember no skill may go above 6 in total)

Administrator
Apiarist
Archivist
Armorer
Baker
Boatcrafter
Brewer
Carpenter
Cartographer
Cook
Deceiver
Fighter
Glazier
Haggler
Harvester
Healer
Hunter
Insectrist
Instructor
Laborer
Loremouse
Militarist
Miller
Ondatratian
Orator
Pathfinder
Persuader
Potter
Scientist
Scout
Smith
Stonemason
Survivalist
Weather Watcher
Weaver

Most of these are self explanatory. If you want a skill clarified, ask here or PM me. The Ondatratian skill relates to muskrats

In the following stages, you will assign, essentially, 'points' to these skills. It is important to detail these step by step, because most of them have other effects/importance as well!
All skills start at 0. No skill may start at more than rank 6. (Max 3 for Tenderpaws)


Natural talents
Some mice are just naturally better at some tasks than others.

You each have 3 points, which you may assign to any skill. You may assign several points to a single skill if you wish.

Intermouse Communication
Every mouse has their own favoured way of talking others over to their side. Pick one of the skills below and increase it by one point.

Deceiver
Orator
Persuader


Your parents
Name your parents, and decide where they live. They can be dead or missing, if you so desire. If they are dead, decide where they are buried or remembered. Your parents don’t necessarily have to live in your hometown, either.

Your mouse will have picked up some skills from their parents, during their childhood - Pick one of the skills below to be your parents’ profession, and increase it by one point. Make a note of this - If you encounter them, their profession might come into play. Your mouse gains one point in the chosen skill.

Apiarist
Archivist
Armorer
Baker
Boatcrafter
Brewer
Carpenter
Cartographer
Glazier
Harvester
Insectrist
Miller
Potter
Smith
Stonemason
Weaver


Senior Artisan
The first two seasons of a tenderpaw's time in the guard are spent apprenticed to one of the artisans of lockhaven, aiding in the upkeep of the stronghold of the guard.

Name your senior artisan, and pick one of the skills below to be your Senior Artisan’s profession, and increase it by one point. Make a note of this - If you encounter them, their profession might come into play. Your mouse gains one point in the chosen skill. Your Artisan likely still resides in Lockhaven.

Apiarist
Archivist
Armorer
Baker
Brewer
Carpenter
Cartographer
Glazier
Harvester
Insectrist
Miller
Potter
Smith
Stonemason
Weaver


Mentor
After their apprenticeship, a tenderpaw is assigned a mentor - a more experienced guardmouse who introduces them to life in the guard, guiding them through difficult situations and training them in the skills essential to being a guardmouse. The lessons a tenderpaw learn in this period depends upon their mentor, and how they prefer to deal with the obstacles and adversity of life in the guard.

Name your mentor, and pick one of the skills below to be the skill stressed most during your training, and increase it by one point. OBS OBS: Tenderpaws must choose a player character as their mentor, and do not choose a skill yet - You are still being trained!

Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather Watcher


Previous Experience
Guardmice tend to have a broad base of skills from lessons learned in service.


Guardsmice have 7 points, which they may assign to any of the skills below. You may assign several points to a skill if you wish. Tenderpaws only have 5 points to assign here.

Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather Watcher

Nomine
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Re: Character Creation

#4 Post by Nomine » Sun Sep 25, 2016 5:53 pm

Wises
Wises are areas in which your mouse is specifically skilled or knowledgeable. A long list of suggested wises are below, but it is by no means exhaustive. You may suggest a wise - for animals not listed, Towns, or specific groups of mice (Armourer-wise, Bandit Mouse-wise), for example. Tenderpaws may choose 1 wise, Guardmice may choose 2 wises, Each choice increases your rating in that wise by 2 points. You may choose the same wise twice (giving that wise a rating of 4).

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



Resources
Resources represent both a mouse’s pay and the other resources available to them, as well as his or her ability to manage these resources well.

Guardmice have a starting Resources rating of 2. Tenderpaws have a starting rating of 1. Modify your starting rating by answering the six questions below, and calculate your mouse's total Resources. Please try and remember/note down the limitations your answers will put upon your traits and skills!

1 - 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.

2 - 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.

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

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

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

6 - 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.

7 - Are you or have you ever had the rank of Patrol Mice?
If so, increase your Resources by 1.

8 - Are you or have you ever had the rank of Patrol leader?
If so, increase your Resources by 1.



Circles

Circles represents your mouse’s connections - Mice who owe you favours, respect of youngers, gratitude of superiors, and general friendships and reputation.

Guardmice have a starting Circles rating of 2. Tenderpaws have a starting rating of 1. Modify your starting rating by answering the six questions below, and calculate your mouse's total Circles. Please try and remember/note down the limitations your answers will put upon your traits and skills!

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.

2 - 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.

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

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

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

6 - Is your character a loner, tough and cool?
If so, reduce Circles by 1.

7 - Are you or have you ever had the rank of Patrol leader?
If so, increase your Circles by 1.



Traits
Traits are curious personality quirks that help define your mouse’s character, and can help and hinder you over the course of the game.

You may choose two traits from the list below. You may choose the same trait twice, if you so wish. Traits can be rank 1, 2, or 3. Rank 1 traits give you a 1-off bonus per session, to rolls your trait is deemed to help. Rank 2 traits give you a bonus to all rolls for actions helped by the trait. Rank 3 traits give the bonus from rank 2 skills, as well as a better once-per session bonus.

The available traits are listed below. Each has areas where it is beneficial, and areas where they can harm you. Some of them are pretty self explanatory, some are not. - If you want to know about a trait, ask - PM me, or post in this thread if you want.

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

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Chit
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Location: England

Re: Character Creation

#5 Post by Chit » Sun Sep 25, 2016 6:51 pm

You say traits can be rank 1, 2, or 3 - do we just choose? Knowing that it will be sometimes a strength and sometimes a weakness?

Nomine
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Re: Character Creation

#6 Post by Nomine » Sun Sep 25, 2016 7:21 pm

On traits: you get 2 points, you can put both in one trait, or have two traits with one point in each. Three points in one trait is only possible to reach in game :)

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