Pirmais solis ir īstenas sardzes komandas izveide. Vadoties pēc saraksta jums jāizveido varonis.
Izveides ideja – izlem kas ir tavs varonis, jauna pele kas vēl tikai iepazīst pasauli vai visu piedzīvojis veterāns, kā uzvedīsies šis varonis, kādas ir viņa personības īpašības. Veidojot varoni pieturies pie savas izvēles.
What level of experience or rank would you like to play? There are 4 ranks for the Mouse Guard: tenderpaw, guardmouse, patrol guard, patrol leader
Tenderpaws are fresh recruits.
Guardmice are the foot soldiers of the Guard.
Patrol guard are veteran guardmice responsible for complicated or independent missions.
Patrol leaders are Patrol guard who have demonstrated they can think independently and guide other mice.
Spēle var būt tikai viens Patruļas Līderis. Kurš pirmais paņems šo amatu, tam tas arī tiek.
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. Note any restricted items on your character sheet list for now.
Izlasi tekstu un veic izvēli, tad atver atrisinājumu. Jāizvēlas pirms atvērt atrisinājumu!
- Do you save for winter even if it means going without something now? Or do you use what you have when you need it?
[details=Atrisinājums]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.
##Where Were You 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.
- 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
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.
Tagad notiks spēju izvēle. Jo vairāk reizes izvēlēsies konkrētu spēju, jo stiprāka tā kļūs. Piemēram: Fighter + Fighter = Fighter 2
Maksimālais starta līmenis spējai ir 6 .
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.
Pick an area in which you’re naturally talented.
Tenderpaws and guard captains choose two. Guardmice, patrol guard and patrol leaders choose one.
What was your parents’ trade?
Tenderpaws choose two; all others choose one. Also, note this skill next to your Parents on the character sheet.
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:
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.
What did your mentor stress in training?
Each guardmouse is trained by a mentor. Tenderpaws and patrol leaders choose two; all others choose one:
What kind of experience do you have in the Guard?
You may choose from the following skill list based on your experience with 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.
- 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 Persuader and Loremouse 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.
What are you particularly knowledgeable about?
There is a special subset of skills known as wises. 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.
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?
[details=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?
[details=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?
[details=If so,]decrease your Resources by 1.
- Are you thrifty?
[details=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?
[details=If so,]decrease your Resources by 1.
- Do you always pack carefully for a journey, ensuring you have everything you need?
[details=If so,]increase your Resources by 1. You may not take the Bold or Fiery traits to start.
The Circles ability represents how wellconnected 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?
[details=Atrisinājums]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?
[details=Atrisinājums]If so, increase Circles by 1.
- Does your character have powerful enemies in the Territories?
[details=Atrisinājums]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?
[details=Atrisinājums]If so, reduce Circles by 1. You may not take the Extrovert trait.
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.
The first rank of a trait gives you +1D once per session in a situation where the trait would be useful to the task at hand. The second rank gives you +1D for every roll of that ability when appropriate to the trait. The third rank of a trait allows you to reroll all of the failed dice (cowards!) from one roll appropriate to the trait once per session.
Choose a name for your character.
Common mouse names
Choose a fur color for your mouse. Brown is most common, followed by blonde and gray. Black and white are uncommon and red is rare.
You decided where you were born, what you learned and inherited from your parents. Now it’s time to name them. Choose appropriate names and write them on your character sheet.
What is the name of the senior artisan whom you apprenticed with? Name him now and note him on your character sheet.
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. For other, more experienced characters, the mentor must be either an NPC or a player character with the Oldfur trait.
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.
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.
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.
Nākošie trīs punkti ir diezgan svarīgi, par to pildīšanu jūs tiksiet atalgoti! Formulē tos tieši.
Write a Belief for your character based on how he views his role in the Guard. A Belief is an overarching ethical or moral stance.
Mērķis jāuzraksta pēc spēles sesijas uzdevuma uzzināšanas. Katram spēlmanim jāizvēlas atšķirīgs mērķis.
Write a Goal for your character based on the mission you’ve been assigned. A Goal is an objective you could feasibly accomplish in the near future via the actions of your character.
How does your character react? What has your guardmouse been trained to do? Write an Instinct for your character.
What weapon does your mouse carry? Common choices include: shield, knife, sword, staff, spear, hook and line, halberd, sling and bow.
Does he have any other tools or devices for his job? Note your choice down on your character sheet.
All characters begin the game with one fate point and one persona point. Write them in on your character sheet now.