I’ve sent out PMs to everyone in the hopes that your concept is meshing with the character you’re actually creating, and that you’re going to enjoy playing them in our game. If you find you’d rather take a different skill or two, or make some other minor changes, go ahead. We haven’t started yet, so there’s still time.<br/><br/>Let’s make the last few choices for our character; most of them revolve around Traits.<br/><br/><span class="bbc_u">Mouse Traits</span><br/>Traits are an aspect of your character that outwardly defines them. It’s almost always easily recognizable. In MG, Traits are used in various ways, and have multiple levels.<br/><br/>At level 1, the Trait can be used once per session to add 1D to a test roll to which it applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>At level 2, the Trait gives a 1D bonus to all test rolls to which the trait applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>At level 3, the Trait can be used once per session to reroll all cowards (failures) on a test roll to which the trait applies. The player describes how the trait fits the situation, and the table decides collectively if it applies.<br/><br/>Traits can also be used to<em>hinder</em>your character in the GM turn in order to earn more tests in the Player turn.<br/><br/>Impede: earns 1 roll. Subtract 1D from the current roll.<br/><br/>Hurt: earns 2 rolls. In a Versus Test, you may give your opponent a 2D advantage.<br/><br/>Break Tie: earns 2 rolls. In a Versus Test that ties, you may break the tie in your opponent’s favor. They succeed, you fail.<br/><br/>In all instances, the player needs to describe how the trait fits the situation.<br/><br/>With all that in mind, let’s pick some Traits! You can choose to add a level to a Trait you already have in place of selecting a new one if it appears on the list from which you are currently selecting. Also, most of you have made choices that prevent you from taking certain Traits at the start. Please keep that in mind when choosing.<br/><br/><strong>If you want to know the specifics of what a trait is, please ask publicly in this thread, and I'll respond in this thread.</strong><br/><br/><span class="bbc_u">Choose a quality you were born with.</span><br/><table class="bbc_table"><tbody><tr><td>Bigpaw</td><td>Fearful</td><td>Quiet</td></tr><tr><td>Bitter</td><td>Fearless</td><td>Scarred</td></tr><tr><td>Bodyguard</td><td>Fiery</td><td>Sharp-Eyed</td></tr><tr><td>Bold</td><td>Generous</td><td>Sharptooth</td></tr><tr><td>Brave</td><td>Graceful</td><td>Short</td></tr><tr><td>Calm</td><td>Guard’s Honor</td><td>Skeptical</td></tr><tr><td>Clever</td><td>Innocent</td><td>Skinny</td></tr><tr><td>Compassionate</td><td>Jaded</td><td>Stoic</td></tr><tr><td>Cunning</td><td>Leader</td><td>Stubborn</td></tr><tr><td>Curious</td><td>Longtail</td><td>Suspicious</td></tr><tr><td>Deep Ear</td><td>Lost</td><td>Tall</td></tr><tr><td>Defender</td><td>Natural Bearings</td><td>Thoughtful</td></tr><tr><td>Determined</td><td>Nimble</td><td>Tough</td></tr><tr><td>Driven</td><td>Nocturnal</td><td>Weather Sense</td></tr><tr><td>Early Riser</td><td>Oldfur</td><td>Wise</td></tr><tr><td>Extrovert</td><td>Quick-Witted</td><td>Wolf’s Snout</td></tr><tr><td>Fat</td><td></td><td>Young</td></tr></tbody></table><br/><span class="bbc_u">Choose something you learned or inherited from your parents.</span>Tenderpaws only.<br/><table class="bbc_table"><tbody><tr><td>Bigpaw</td><td>Fearful</td><td>Quiet</td></tr><tr><td>Brave</td><td>Fearless</td><td>Scarred</td></tr><tr><td>Calm</td><td>Fiery</td><td>Sharptooth</td></tr><tr><td>Clever</td><td>Generous</td><td>Short</td></tr><tr><td>Compassionate</td><td>Graceful</td><td>Skeptical</td></tr><tr><td>Curious</td><td>Long Tail</td><td>Skinny</td></tr><tr><td>Deep Ear</td><td>Lost</td><td>Stubborn</td></tr><tr><td>Defender</td><td>Natural Bearings</td><td>Suspicious</td></tr><tr><td>Determined</td><td>Nimble</td><td>Tall</td></tr><tr><td>Early Riser</td><td>Quick-Witted</td><td>Tough</td></tr><tr><td>Extrovert</td><td></td><td>Wolf’s Snout</td></tr></tbody></table><br/><span class="bbc_u">Life on the Road.</span>Patrol Guard and Patrol Leader only.<br/><table class="bbc_table"><tbody><tr><td>Bitter</td><td>Early Riser</td><td>Scarred</td></tr><tr><td>Bodyguard</td><td>Fearful</td><td>Sharp-Eyed</td></tr><tr><td>Brave</td><td>Fearless</td><td>Skeptical</td></tr><tr><td>Calm</td><td>Jaded</td><td>Skinny</td></tr><tr><td>Clever</td><td>Leader</td><td>Stoic</td></tr><tr><td>Compassionate</td><td>Natural Bearings</td><td>Thoughtful</td></tr><tr><td>Cunning</td><td>Nocturnal</td><td>Tough</td></tr><tr><td>Curious</td><td>Oldfur</td><td>Weather Sense</td></tr><tr><td>Defender</td><td>Quiet</td><td>Wise</td></tr><tr><td>Driven</td><td></td><td></td></tr></tbody></table><br/>Now it’s time to round out and finish up the character sheet.<br/><br/><span class="bbc_u">Fur Color</span><br/>Choose a color for your mouse. Brown is most common, followed by blonde and gray. Black and white are uncommon, and red is rare.<br/><br/><span class="bbc_u">Parents</span><br/>List your parents’ names and professions.<br/><br/><span class="bbc_u">Senior Artisan</span><br/>List the name and profession of the artisan with whom you apprenticed.<br/><br/><span class="bbc_u">Mentor</span><br/>Who was your Guard Mentor? If you’re a tenderpaw, you must choose one of the other PCs.<br/><br/><span class="bbc_u">Friend</span><br/>Invent a character who is a friend to your mouse, and would help them without hesitation. Choose a name for them, their profession, and choose a place where they live.<br/><br/><span class="bbc_u">Enemy</span><br/>Invent a character who is an enemy of your mouse and isn’t another animal. Choose a name for them, their profession, and choose a place where they live. It is permissible for players to choose a common enemy.<br/><br/><span class="bbc_u">Cloak Color</span>, Non-tenderpaws only.<br/>Every Guardmouse wears a distinctive cloak of a color chosen by their Mentor based on their protégé’s personality.<br/><br/><span class="bbc_u">First Mission</span><br/>You don’t need to write anything down for this, but you need to think about it when performing the next steps. The Patrol’s first mission will be performing a common Spring mission for the Guard: delivering the mail. During winter there is no mail delivery, and so in spring it has piled up, and the mice of the territories await the first delivery eagerly. Each settlement has a Guardhouse that is used by the Guard. This is where mail is picked up and delivered, and it also serves as the place to communicate with the Guard via messages and postings. The Patrol must deliver portions of the mail to Elmoss, Sprucetuck, Dorigift, and finally Gilpledge.<br/><br/><span class="bbc_u">Belief</span><br/>Write a belief for your character based on how they view their role in the Guard. A Belief is an overarching ethical or moral stance in a single sentence. Beliefs can change over time.<br/><br/><span class="bbc_u">Goal</span><br/>Write a goal for your character based on the mission assigned. A goal is an objective you could feasibly accomplish in the near future via the actions of your character. Goals change every session.<br/><br/><span class="bbc_u">Instinct</span><br/>How does your character react? What have they been trained to do? Write an instinct for your character. This is a short, simple action sentence. Once you’ve chosen the action, turn it into a sentence that includes always, if/then, or never.<br/><br/><span class="bbc_u">Gear</span><br/>What does your mouse carry with them? Do they carry a weapon, shield, and or armor? Do they carry the tools of their trade with them? (Don’t go nuts; I will cut down Swiss Army mice).<br/><br/><span class="bbc_u">Starting Rewards</span><br/>All characters start with one Fate point, and one Persona point.<br/><br/>You’re done. You have a complete Mouseguard character.