I’ve made some judgments based on the answers given that were more complex than a clear yes or no. For the sake of brevity and progression, these judgments are final and without appeal. I’ve also left some comments for each of you to hopefully give you more insight into your character concept and how it will interact with the playing of the game that I hope will be of use to you as we go on. As fellow players, feel free to comment on the other characters as well if you wish. Everyone will have to interact and work together as players and characters.<br/><br/><del>Bri of Lockhaven, a young Guardmouse <br/>Health 5<br/>Will 3<br/>Nature 2<br/><br/><span class="bbc_u">Skills</span><br/>Weaver<br/><br/><span class="bbc_u">Traits</span><br/>Guard’s Honor (due to living in Lockhaven, the mouse is more connected to the financial and social body of the Guard and are trusted to a greater degree. Should a mouse ever betray that trust, she is cast out – out of Lockhaven and even perhaps beyond the scent border.)<br/>May NOT take Bold or Generous<br/><br/><span class="bbc_u">GM notes to Player</span><br/>Mind your concept; you are creating a paradoxical, thus unplayable character. A mouse that hoards for winter cannot also be generous. Therefore I have given you the other Lockhaven trait: Guard’s Honor. Also keep in mind that Lockhaven is a self-sufficient, military city: there are no orphans or hunger. The shy, quiet warrior is a good concept; stick to it. Don’t muddy it with social aptitudes. Bri can appear cold and uncaring to her Patrol, and that’s a good thing for roleplaying. Maybe she just wants to prove herself. Maybe she thinks she doesn’t have to.</del><br/><br/><hr/><br/>Cyd of Copperwood, a veteran Patrol Guard<br/>Health 4<br/>Will 4<br/>Nature 2<br/><br/><span class="bbc_u">Skills</span><br/>Haggler<br/><br/><span class="bbc_u">Traits</span><br/>Independent (the mouse prefers to do things on his own, his own way. Helping paws just get in the way.)<br/>May NOT take Bold or Generous<br/><br/><span class="bbc_u">GM notes to Player</span><br/>The ambition to become a Patrol Leader and the Independent streak go well together. Potentially this could lead to fine arguments between Cyd and Lucien. It could make them rivals, or it could bring them closer together; there’s a lot of good story potential here. He also has good potential for heroic success or failure, which is also good. So far, this concept is working pretty well.<br/><br/><hr/><br/>Noreen of Elmoss, a tenderpaw<br/>Health 6<br/>Will 2<br/>Nature 6<br/><br/><span class="bbc_u">Skills</span><br/>Harvester<br/>Fighter -1<br/><br/><span class="bbc_u">Traits</span><br/>Alert (these mice have a heightened sense of awareness to predators and bad weather. Those who never overcome it become paranoid and skittish.)<br/>May NOT take Bold or Generous or Fearless<br/><br/><span class="bbc_u">GM notes to Player</span><br/>I’m eager to see the subplot with Noreen and George develop. Indeed, it may prove that Noreen’s contribution to the party is primarily being a companion for George. If you want to play this aspect up, go for it. If you don’t, try to focus on skills that you think will benefit the party as a whole, either combat or non-combat oriented.<br/><br/><hr/><br/>Lucretzia of Sprucetuck, a tenderpaw<br/>Health 6<br/>Will 2<br/>Nature 5<br/><br/><span class="bbc_u">Skills</span><br/>Scientist<br/>Fighter -1<br/><br/><span class="bbc_u">Traits</span><br/>Rational (these mice are persuasive when using their logic and reason, but they lose the veneer of education if they let emotion become the better of them.)<br/>May NOT take Fearless<br/><br/><span class="bbc_u">GM notes to Player</span><br/>This concept has a lot of flexibility in the group. Lucretzia is the most educated, and probably the best speaker, but will she be allowed to use her abilities as an untested tenderpaw? Apropos, will she be able to gain the group’s respect without appearing condescending? Will she resent being intellectually isolated by those who have already proven themselves when they tell her to pipe down? Will she even be given the chance to prove herself? There’s a lot of good roleplaying and storytelling to chew on here.<br/><br/><hr/><br/>George of Lockhaven, a Guardmouse<br/>Health 5<br/>Will 3<br/>Nature 2<br/><br/><span class="bbc_u">Skills</span><br/>Armorer<br/><br/><span class="bbc_u">Traits</span><br/>Generous (these mice always seem to have something to give to others, even if it means going without themselves).<br/>May NOT take Fearless<br/><br/><span class="bbc_u">GM notes to Player</span><br/>George has the potential to be a pretty unique MG character. He seems to be leaning towards being the McGeyver of the group; able to make something of nothing, refining his companions into sharp, effective tools. I could also see George as a playboy, using his position in the Guard and rakish looks in order to woo Noreen. In this role he would be more of a charmer than a laborer, and would likely become the group’s speaker, and could totally annoy the other characters with his ego and natural charisma.<br/><br/><hr/><br/>Lucien of Lockhaven, a dedicated Patrol Leader<br/>Health 4<br/>Will 5<br/>Nature 2<br/><br/><span class="bbc_u">Skills</span><br/>Weaver<br/><br/><span class="bbc_u">Traits</span><br/>Guard’s Honor (due to living in Lockhaven, the mouse is more connected to the financial and social body of the Guard and are trusted to a greater degree. Should a mouse ever betray that trust, she is cast out – out of Lockhaven and even perhaps beyond the scent border.)<br/>May NOT take Bold or Generous<br/><br/><span class="bbc_u">GM notes to Player</span><br/>This is a solid concept. Similarities between Lucien and Bri could make them natural comrades, or Bri’s shy nature could bring friction to their relationship. With the prominence of dedication in the concept, I recommend skills based on survival and teaching: abilities that keep the Patrol going when times are tough, and also teach the same ethic and methods to the others. I see a certain arrogance coming from Lucien; as if he feels he’s the best Guardmouse there is, and there must be more like him. If you like this idea, run with it.<br/><br/>And now, on with the show!<br/><br/><span class="bbc_u">Life Experience</span><br/>In the next process, we’ll be choosing skills to go along with the one you got with your hometown choice. Note, you can take a skill twice. Doing so gives you an additional rank in the skill. Choosing a skill once gives you an ability of 2 in that skill, going up 1 for each rank you have in the skill (so selecting a skill twice gives you an ability of 3 in that skill, and so on). The maximum rank for a skill is 6. In the game, you roll against the appropriate Skill in Tests. You roll a number of dice equal to your skill level. Rolls of 4-6 are a Success; rolls of 1-3 are cowards. To succeed in a Test, you must roll either more Successes than your opponent in a versus test, or at least the level of difficulty of the obstacle in ordinary tests.<br/><br/>Remember, mice may substitute their Nature for any skill they don’t have, but this taxes their Nature. Mice may add their Nature to their skill rolls involving Escaping, Climbing, Hiding or Foraging. This does NOT tax Nature.<br/><br/>You should focus on only a handful of skills, and hope your comrades and Nature fill the gaps.<br/><br/><span class="bbc_u">Pick an area in which you’re naturally talented</span><br/>Tenderpaws choose two, everyone else chooses one<br/><table class="bbc_table"><tbody><tr><td>Administrator</td><td>Glazier</td><td>Pathfinder</td></tr><tr><td>Apiarist</td><td>Haggler</td><td>Persuader</td></tr><tr><td>Archivist</td><td>Harvester</td><td>Potter</td></tr><tr><td>Armorer</td><td>Healer</td><td>Scientist</td></tr><tr><td>Baker</td><td>Hunter</td><td>Scout</td></tr><tr><td>Boatcrafter</td><td>Insectarist</td><td>Smith</td></tr><tr><td>Brewer</td><td>Instructor</td><td>Stonemason</td></tr><tr><td>Carpenter</td><td>Laborer</td><td>Survivalist</td></tr><tr><td>Cartographer</td><td>Loremouse</td><td>Weather Watcher</td></tr><tr><td>Cook</td><td>Militarist</td><td>Weaver</td></tr><tr><td>Deceiver</td><td>Miller</td><td></td></tr><tr><td>Fighter</td><td>Orator</td><td></td></tr></tbody></table><br/><span class="bbc_u">What was your parents’ trade?</span><br/>Tenderpaws choose two, everyone else chooses one. If you gave your parent(s) a profession in the previous section, but wish to choose something different now, you may.<br/><table class="bbc_table"><tbody><tr><td>Apiarist</td><td>Carpenter</td><td>Potter</td></tr><tr><td>Archivist</td><td>Cartographer</td><td>Smith</td></tr><tr><td>Armorer</td><td>Glazier</td><td>Stonemason</td></tr><tr><td>Baker</td><td>Harvester</td><td>Weaver</td></tr><tr><td>Boatcrafter</td><td>Insectarist</td><td></td></tr><tr><td>Brewer</td><td>Miller</td><td></td></tr></tbody></table><br/><span class="bbc_u">How do you convince people that you’re right, and to do what you need?</span><br/>Patrol leaders choose two, everyone else chooses one.<br/><table class="bbc_table"><tbody><tr><td>Deceiver</td><td>Orator</td><td>Persuader</td></tr></tbody></table><br/><span class="bbc_u">For whom did you apprentice for the Guard? What was that mouse’s trade?</span><br/>Those who seek to join the Guard work with one of Lockhaven’s senior artisan mice during their first two seasons to act as assistants, laborers and apprentices. Give yourself a skill from this list:<br/><table class="bbc_table"><tbody><tr><td>Apiarist</td><td>Carpenter</td><td>Miller</td></tr><tr><td>Archivist</td><td>Cartographer</td><td>Potter</td></tr><tr><td>Armorer</td><td>Glazier</td><td>Smith</td></tr><tr><td>Baker</td><td>Harvester</td><td>Stonemason</td></tr><tr><td>Brewer</td><td>Insectarist</td><td>Weaver</td></tr></tbody></table><br/><span class="bbc_u">What did your Mentor stress in training?</span><br/>After apprenticing for two seasons, recruits are assigned a Mentor. Some Mentors are more rigorous than others. Some emphasize one skill over another. Non-tenderpaws choose one; choose one skill below, and name your Mentor and note them. Tenderpaws choose two, and must choose a Mentor from among the other non-tenderpaw PCs. Make note of your Mentor.<br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/><span class="bbc_u">What kind of experience did you have in the Guard?</span><br/>All guardmice have a range of training and experience in skills important to their role. From the following list, tenderpaws choose 3, guardmice choose 6, patrol guards choose 8, patrol leaders choose 9.<br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/>Tenderpaws may also choose Laborer<br/><br/>Guardmice may also choose Haggler<br/><br/>Patrol guards may also choose Cook<br/><br/>Patrol leaders may also choose Persuader and Loremouse<br/><br/><span class="bbc_u">What’s your specialty?</span><br/>Each character, except tenderpaws, may choose one skill from the following list. No two characters may choose the same skill as their specialty.<br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/>Phew! That’s it for skills. Please post your choices in each section individually, including the names and professions of your parents, and the name of your Mentor.