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Creating a Mouse Guard Character
The first step is to decide on your character concept you could be anything from a young TenderPaw up to the lofty heights of Guard Captain. Well I'm looking for something in the middle, without the responsibility of the higher ranks but also with some skills so I opt for Guardmouse, which is one of the middle ranks, the foot soldier if you will.
Being a Guardmouse means my character will be aged anything from 18-25, I opt for middle of the road again, age 22, this also means the character will start with a "Will" stat of 3 and Health score of 5.
The next step is to determine the characters "Mouse Nature", basicly how strong is the Mouse as opposed to the anthropomorphic side. Starting with a value of 3, you then answer some questions each of which effects the Characters generation. For instance if your character goes without now so that it can save for the winter then Nature increrases by 1, and so on. I end up with a Mouse Nature of 4.
Next you decide where your character was born. This effects the skills your character gains before joining the Guard. In this case I opt for the town of Copperwood. This means my mouse gains the Skills of Smith and Haggler and the "Independent" trait.
Life Experience is the title of the next section. Here you answer a number of questions with each answer generating a number of skills. During this process may pick the same skill across multiple steps thereby increasing that skills rank.
The first step is to pick some skills, Guardmice such as mine get to pick just one. I opt for Hunter because it sounds cool!
What was you parents trade? This lets you choose another skill, here I opt for Cartographer. My thinking is that if I'm skilled at Hunting that means I'm out and about, so the information I bring back about the terrain would help with the Cartography of my parents and my own skills in that line.
Next comes apprenticeship. All Guardmice serve as an apprentice for two years, you get a single skill from this. I opt to up my Cartography.
Then comes mentoring by a member of the Guard and you get to pick from a sub list of skills. By luck I see Hunter is in the list and up that.
Your experiences in the Guard gain you a batch of Guard related skills, a Guardmouse gets 6. You can pick skills from a select list of Guard skills. In this case Hunter is there so I'll spend 3 on that making it a quite strong skill and spread the rest around. 1 on Fighter, 1 on Pathfinder and 1 on Scout.
Each Guardmouse has a speciality and this earns a skill, no two party members get to pick the same, and there are only 8 to choose from. As I'm rolling this character up as a stand alone it can choose any of the skills. In this case I'll up Fighter so that it's not too weak should an enemy turn up.
Now comes the tallying. What that means is that you add 1 to all of your skills to find their final value.
"Wises" come next. You get Wises, based on your rank, which in my case is Guardmouse, which means 2. Wises allow you to "Know" facts, even introduce new facts the GM didn't know and also to augment skill checks. I'm figuring that as this mouse is a very good hunter, he should be Wise about related subjects, so I opt for "Squirrel Wise" and "Owl Wise". My rationale behind these is that Squirrels hide nuts, so knowing about that helps my character hunt out their food, and being outside means that he knows about the terrible Mouse Predator the OWL!
Guard Resources, is your characters ability to pay for or at least get hold of Guard resources, such as a replacement shield. As a Guardmouse I start with a rank of 2, but as I answer questions about my mouse this goes up and down, there are six questions. An example is, "Do you buy gifts for friends?". After working through the six questions my final score is 3
Circles is next. Circles refer to circles of friends, this allows you get help , it tells us how well connected socially the mouse is. Guardmice start with a score of 2 and answer some questions to modify that score. For example, Does your character have powerful enemies? My final score is ... 2.
Now come Traits, these represent personality quirks. I've already picked up Independent because of where the mouse was born, but the answers I've given to questions in the previous phase of character generation have ruled out a bunch of possible traits. There are pick lists for each of the trait phases.
Quality born with : I pick Longtail Inherited from Parents : I pick Early riser Life on the Road : I pick Sharp Eyed
We're nearly done now. I pick "Kole" as a name, Brown for a Fur color, my parents are Laird and Daye, I apprenticed with Abram, was mentored by Vidar and my best friend is a femail Guardmouse called Rona. My cloak is Red.
Now for the juicey bit. You have to make up an enemy. I decide on a hermit who lives in the wilds nears Copperwood. While hunting one day I picked food from one of his traps. Unfortunately, although he's a Hermit he's the son of the aged Mayor of Copperwood.
Next you select a Belief for your character, this is an ethical or morale stance. I make up... "Self reliance is the foundation of the communities strength."
You would at this point, select a "Goal" for the character, but as that is based on the mission, I'll skip it for now.
Instinct is the final attribute. What is the characters first reaction likely to be, what are they trained to do. I make up the following. "Gather information, make an informed choice."
So there you go. Generating a character for Mouseguard . I have to say it is one of the most rewarding character gen' experiences I've had, at each step you feel like you really are building a personality rather than just min-maxing. It does have 21 steps, but each is quick and easy and thoughtful.
Age 22 Will 3 Health 5 Nature 4 Guard Resources 3
Skills: Smith x2 Haggler x2 Hunter x6 Cartographer x3 Fighter x3 Pathfinder x2 Scout x2
Traits: Independent Long tail Early Riser Sharp Eyed
Wises: Owl Squirrel
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Richard
Greece Marousi Athens
RPGGrEEK Guild, γινετε μελος εδω:http://rpggeek.com/guild/1256
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Character Generation for MG is a very fun procedure.
PS I would love to see more ''Generating a [insert RPG of choice here] character'' threads!
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William Hostman
United States Eagle River Alaska
Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
Yes, this really is what I looked like when I uploaded that avatar. Not that it's quite current anymore.
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You missed step 0: Coordinate with other players.
This is important, as each player in a group must choose a different specialty in the "What’s Your Specialty?" Step (p 303), and the group has to agree as to who gets which ranks.
Also: wises are skills, those wises are all at level 2.
Really, Character generation is a GROUP activity, not a solo one. It's also something not suggested for new players. The newbs who have insisted on it have had REALLY lame characters in my experience... And the rules say that, for the first few sessions, at least, players should use pregens, so as to have characters with appropriate levels of skill.
Hint: a 2D skill is pretty weak, save for helping others. (Or if you are willing to spend plenty of rewards points to earn successes to raise it. Traits can soften that, but it's still not a given.)
This is especially true when you consider that the difficulty is typically 3-4... assuming one uses the factors as listed... for most interesting uses of skills. Which means you need a fate or a persona, or have help, in order to have a chance.
heck, 2D for Ob2 is 25% 3D for Ob3 is 12.5% ... 8 tries, on average, to earn a success. 4D for Ob3 is 31.25% ... just over 3 tries per success. 5D for Ob3 is 50%... every other...
Now, assuming a "typical" 3 mouse party, you can get 1-2 help dice, but you'll want to spend rewards to succeed with skill rolls on skills at two on an Ob3 task. If the GM is in a good mood, you might get a die for a relevant wise.
So, really, you want to have better depth, or ensure that anything you are going to need has some overlaps (to ensure help...).
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