Once you have your PC’s starship and made it a home, you need something else to complete the scenario. It’s not the crew or a mission, although those are important parts of the equation as… More
Since we’ve already gone over ship types, we need the other two parts of the equation: descriptor and focus. Ship’s also have classes to describe what they are like and the focus, type, and descriptor together give you the class (more on that Thursday). The specific abilities and Stats, however, give you the unique ship that is your characters’ home and base of operations.
One of the steps to making a character in the Mouse Guard RPG is picking out where you were born. The map of the Mouse Territories shows tons of different towns but only a few of them but only the big eight are described in detail: Barkstone, Copperwood, Elmoss, Ivydale, Lockhaven, Port Sumac, Shaleburrow, and Sprucetuck.
The others are left to the GM and players to invent details for, which I think is a great idea. Still, I’d like to be able to make characters from these locations. There are many more towns with sentence descriptions and this is enough to come up with skills and traits for PCs.
This idyllic town is surrounded by a grove of apple trees.
Skills: Baker, Brewer, Harvester
Traits: Compassionate, Early Riser
Blackrock has the largest archive of mouse history next to Lockhaven.
Skills: Archivist, Loremouse
Traits: Thoughtful, Wise
Darkwater is a major shipping city. It’s the water gateway to Port Sumac, Calogero and Rustleaf.
Skills: Administrator, Boatcrafter, Laborer
Traits: Inquisitive, Skeptical
Dorigift is named after the settler Dorice who, with her husband, founded Appleloft, Dorigift and Gilpledge.
Skills: Laborer, Miller
Traits: Determined, Generous
Flintrust has a tradition of sending her sons and daughters to join the Guard. This is Saxon’s hometown.
Skills: Armorer, Healer, Pathfinder
Traits: Bold, Defender
Gilpledge is named for the settler Gilburt who, with his wife, founded Appleloft, Dorigift and Gilpledge.
Skills: Carpenter, Potter, Weaver
Traits: Stubborn, Quiet
Ironwood rests amidst red soil, rich in iron. Next to Copperwood, it’s the Territories’ other major metal mining town.
Skills: Laborer, Smith
Traits: Steady Paws, Tough
Mapleharbor is a trading hub for the Eastern Territories.
Skills: Administrator, Haggler
Traits: Alert, Suspicious
Pebblebrook is known for its stonemasons.
Skills: Instructor, Stonemason
Traits: Clever, Stoic
Rootwallow is home to a family of silk harvesters.
Skills: Insectrist, Weaver
Traits: Curious, Nocturnal
Rustleaf is known for having a grove of trees with leaves that all turn to a rusty orange early in fall.
Skills: Apiarist, Harvester
Traits: Innocent, Hard Worker
Sandmason is home to a sizable glassworks. It exports glass jars to all of the surrounding cities.
Skills: Glazier, Scientist
Traits: Cunning, Steady Paws
Shorestone boasts a large sandstone quarry and a tradition of hardy stonemasons.
Skills: Stonemason, Weather Watcher
Traits: Tough, Weather Sense
Windselm, not featured on the map, is a newly formed town west of Elmwood, near the coast. It was founded by a smith, a miller and a baker in 1151.
Skills: Baker, Miller, Smith
Traits: Hard Worker, Stubborn
Wolfepointe is the last stop before the Wild Country. It’s known for grizzled townsmice who prefer to remain cut off from society.
Skills: Hunter, Pathfinder
Traits: Independent, Jaded
The last installment of Star Trek: Cypher introduced the basic rules for running starships in the game. These are really best used with starships, of course, so today I’m releasing the rules for making starships for your PCs.
After getting the second edition of the Mouse Guard RPG for father’s day in June, I’ve been gearing up to launch an online campaign on Myth Weavers. As with everything, though, no sooner have I started to read through and plan then my mind wanders to how to break what I’m looking at wide open.
Just as important as the crew of your Star Trek: Cypher campaign is the ship itself. Not only will a large proportion of the campaign take place aboard (and probably the most out of any single location) but it is the means by which the PCs get around the galaxy, interact with others, and complete their mission.
Star Trek has a thousand different devices to play with which make it easy to come up with ideas. There’s almost too much, though, in that players expect to be loaded out with devices while the Cypher System expects the number of high-powered items to be controlled. The balance between items and cyphers can be as strict or fluid as your campaign likes, but here are some starting points.
About a month ago, I finally started a regular campaign using D&D Fifth Edition. It’s been a lot of fun and it’s prompted me to think about what the creators have changed in the game for this edition and how it plays out. Something that wasn’t changed, and I don’t think it needed to be, was alignment. But, my id started to whisper to me, what if it was?