Character Creation

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1. Choose Rank and Age (page 298)

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2. Nature Rating

All characters have a base Nature of 3.
Answer the following three questions to determine your final starting Nature score. The choices will limit some of your skill and trait choices later.

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

3. Determine where you were born.

Choose a mouse town or city in which your character was born. Each city has its own culture as represented by the skills and traits it provides.

Choose one trait and one skill from the city in which your character was born. Note them on your character sheet and put a check next to them.

  • 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

4. Choose Skills (page 301)

You will be given a number of choices in each of the following sections. Each time you choose a skill, check it off or note it on your character sheet. You may choose or check a skill multiple times, either using multiple choices from one section or from various sections. Each time you check a skill, you’re making your character more experienced in that area.

To determine your starting ratings in the skills and wises you chose, count up the number of times you checked each one and add 1. That total is your starting rating for that skill. Note the rating on your character sheet next to the skill.

The maximum starting rating for a skill is 6.

Pick an area in which you’re naturally talented.

Tenderpaws and guard captains choose two. Guardmice, patrol guard and patrol leaders choose one.

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

What was your parents’ trade?

Tenderpaws choose two; all others choose one. Also, note this skill next to your Parents on the character sheet.

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

How do you convince people that you’re right or to do what you need?

Patrol leaders and guard captains choose two; all others choose one:

Deciever
Orator
Persuader

With whom did you apprentice for the Guard? What was that mouse’s trade?

Check one skill from the list below. In addition to checking a skill, note the choice next to the Senior Artisan.

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

What did your mentor stress in training?

Tenderpaws and patrol leaders choose two; all others choose one:

Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather Watcher

What kind of experience do you have in the Guard?

You may make a number of checks based on your ranking as follows: tenderpaw 3, guardmouse 6, patrol guard 8, patrol leader 9, guard captain 12.

Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather
Watcher

Tenderpaws may consider Laborer part of the
above list.

Guardmice may consider Haggler part of the
above list.

Patrol guard may consider Cook part of the
above list.

Patrol leaders consider Persuaderand

Loremouse part of the above list.

Guard captains may also consider Orator,

Militaristand Administrator part of the above
list.

What’s your Specialty?

Each player, except for tenderpaws, may add one check to a skill from the list below. Each player must choose a unique specialty—no two players can have the same skill as their specialty.

Fighter
Healer
Hunter
Instructor
Pathfinder
Scout
Survivalist
Weather Watcher

5. Choose Wises (page 304)

These skills represent pure knowledge
and experience.

You start with a number of checks in wises in proportion to your rank. You may only spend these checks on wises. Tally your wises checks when you’re done—count the checks and add one to determine the starting rating.

Rank/Checks for Wises:
Tenderpaw/1
Guardmouse/2
Patrol Guard/3
Patrol Leader/4
Guard Captain/6

Click here for a link to the list of wises

6. Resources

Resources represent the Guard’s pay, but also how resourceful and clever the mouse is with his possessions and material goods.

Your character’s base Resources rating is determined by his rank: tenderpaw 1,
guardmouse 2, patrol guard 3, patrol leader 4, guard captain 5.

The following six questions can modify that score:


  • 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.
  • 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.
    
  • Do you like to buy gifts for yourself and your friends?
    If so, decrease your Resources by 1.
    
  • Are you thrifty?
    If so, increase your Resources by 1. You may not take the Generous trait to start.
    
  • Have you ever been in debt? Or are you generally bad with money?
    If so, decrease your Resources by 1.
    
  • 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. Guard Circles

The Circles ability represents how well connected your character is.

Tenderpaws start with a Circles rating of 1.
Guardmice start with a Circles rating of 2.
Patrol guard and patrol leaders start with a Circles rating of 3.
Guard captains start with a Circles rating of 4.

Answer the following questions and modify your starting rating accordingly. The minimum starting rating is 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.
    
  • 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.
    
  • Has your character accomplished some great task in the Guard? Does he already have a reputation?
    If so, increase Circles by 1.

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

  • Has your character been convicted of a crime?
    If so, reduce Circles by 1.
    
  • Is your character a loner, tough and cool?
    If so, reduce Circles by 1. You may not take the Extrovert trait

8. Traits

Traits describe the personality quirks and special qualities that all of the guardmice possess. Trait selection is similar to skill selection. You can choose a variety of traits or choose one or two traits multiple times. Each time you choose a trait you increase its value. There are three ranks of traits.

Choose a quality you were born with

All players get one check from this list. They can reinforce their hometown trait if it’s available, or pick something new.

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

Choose something you learned or inherited from your parents

This is for tenderpaws only. Take one check on this list.

Bigpaw
Brave
Calm
Clever
Compassionate
Curious
Deep Ear
Defender
Determined
Early Riser
Extrovert
Fearful
Fearless
Fiery
Generous
Graceful
Longtail
Lost
Natural
Bearings
Nimble
Quick-Witted
Quiet
Scarred
Sharptooth
Short
Skeptical
Skinny
Stubborn
Suspicious
Tall
Tough
Wolf’s Snout

Life on the Road

Patrol leaders and guard captains may also choose a trait that represents a lesson learned during their tenure in the Guard. Guardmice and tenderpaws may not make this selection.

Bitter
Bodyguard
Brave
Calm
Clever
Compassionate
Cunning
Curious
Defender
Driven
Early Riser
Fearful
Fearless
Jaded
Leader
Natural
Bearings
Nocturnal
Oldfur
Quiet
Scarred
Sharp-Eyed
Skeptical
Skinny
Stoic
Thoughtful
Tough
Weather Sense
Wise

9. Finalize your character

Choose a name.

Choose names for your parents or do not if not applicable.

Choose a name for your Senior Artisan.

Choose a name for your Mentor.
Who was your Guard mentor? In the case of tenderpaw characters, this must be a current player character, preferably a patrol leader. If not, then the mentor must be an older mouse.

Choose a name for your Friend, give him a job and a location.
Invent a character who is a friend to your guardmouse, someone who would help your character without hesitation. Choose a name for him, pick his profession or specialty and place him in or near one of the towns or cities on the map.

Choose a name for your Enemy, give him a job and a location.
Invent a character who is an enemy to your guardmouse. It is preferable that the enemy be a mouse and not another animal. Choose a name for him, pick his profession or specialty and place him in or near one of the towns or cities on the map.
Your enemy can be from before your days in the Guard or from your time in service. It is
permissible for the players to choose a common enemy.

Choose a Cloak Color.
Your mentor gave you your cloak on the day you were formally inducted into the Guard. What color is it and why? What part of your personality made your mentor decide on that particular color? Tenderpaws do not start with a cloak and therefore do not make this choice.

Character Creation

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