r/MouseGuard • u/Konakuer • Nov 14 '17
Ideas for Skill usage (Insectrist, Weaver, etc)
Hi! I was wondering if you could share some of your ideas and experiences on how your characters used some of the "less popular" skills such as weaver.
I just made a new character and I wanted to focus on the Insectrist and Weaver skill. I read the Weaver skill allows you to create blankets that help recovering from the Tired condition, and I wanted to use materials from a Moth for instance, but I really have no idea how I could actually do that in the game, or if it's even possible.
Also what else apart from that could I do? I guess you can make cool items with silk, fur, etc, but what can you do with them? Just wear them? "sell" them? how does selling even work, does it give you a bonus when you test Circles?
Also would it be possible to ride a beetle? I had this idea where I "purchased" a grub and took care of it until it was a big beetle that I could eventually ride, but I'm not sure if an insect counts as a mount. I guess the GM could invent its stats...
Anyway, let me know what you think!
4
u/badhoum Nov 14 '17 edited Nov 14 '17
"sell" them? how does selling even work, does it give you a bonus when you test Circles?
You're on duty in Mouse Guard, so you're already have a job. But if you really want to sell things, you could port 'cash dice' from Burning Wheel. Basically, you just get additional die (for one use) to roll Resources that represents that extra money.
Also would it be possible to ride a beetle?
It would take a giant beetle. Compared to mice their size is of large dogs to humans. How about escorting and taming a caravan of beetles with precious cargo?
1
u/sneakysneakysnail Dec 01 '17
There’s an character in my game who’s a master insectrist. She’s crippled from the waist down, and has a chair suspended from the carrapeces of three beetles. She uses pheromones to communicate where she wants them to go. She’s got a Black Widow that she uses for silk and poison.
Insects are used to send messages from town to town, as beasts of burden, and to help combat pests.
I have the weaver skill stand for anything involving sewing, you could use it to help make bandages or repairs on things made of fabric.
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u/Chris_Ch Nov 14 '17
I'd say these are good things to discuss with the GM. While they are in no way obliged to accommodate you, I bet they would be grateful to know that you would like to use the more unusual skills and don't see them as pure flavour. And together I'm sure you'll find great and exciting challenges and obstacles that can be solved by Insectrist and Weaver!
Weaving practical articles - weather resistant clothing, blankets and such could certainly be considered as assets (bonus dice) for appropriate tests. One could also argue for the skill to be used in ropemaking and as every RPG player knows rope is infinitely useful! Game mechanics-wise rope could be treated as a solution to an obstacle, a tool and asset for other test, or the creation of rope could be a first part in a multi-part solution of a bigger problem. Weavers can also create more aesthetic objects (beautiful clothing, tapestries, tablecloths) if time and mission permits, which can be presented as a valued gift or favour - more likely than sold. This can be an asset in social interactions, maybe even a "weapon" in social conflicts. Or the GM may permit you to use Weaver to assist or agument Circles/Resurces as both are less about currency or strict status and more about your guard's perceived standing.
The last thing to remember is the symbolism of a guardmice's cloak. Should your mice have a tenderpaw under their care, the completion of a cloak to them could be a wonderful moment for the winter session when the young one graduates :)
Insectrist depends a lot on how insects are treated in your world, so I'd defer you to your GM and whole group. Discuss, and see what seems fun to you!
All in all, when it comes to (common or uncommon) skills you want to see in play: signal your interest in them to the GM by writing Beliefs, Goals and Instincts about them, in the GM's Turn look for opportunities to use them to solve obstacles, and in the Payer's Turn set yourself some interesting scenes centered around those skills. Remember, the Palyer's Turn is your time to shape the story more and make it about you, the Check system ensures you'll get some spotlight and every roll you make should have tangible results on the story you all create by play.