Mirari Rules and Character Creation Guidelines [Image: The Face in the Mirror]
MIRARI

Character Creation Guidelines

v1.3

WHAT IS MIRARI?

A campaign of "Let's Pretend": the story of a group of kids who stumble upon mysterious adventures in a land that's either just around the corner ... or a very long way off indeed. We aren't telling!

INDEX

UPDATES

changed June 7, 2001: added Slingshots to list of skills.

changed June 6, 2001: shrunk Sherman's Tower to six stories; amended descriptions of some Ainigton locations.

changed June 5, 2001: added bandaids, first-aid kit, purse to equipment list. Revised description to emphasize there is one combined elementary/middle school and one separate high school. Added map, description of locations in Ainigton. Clarified strength's relationship to size.

changed June 4, 2001: added bicycle helmet, cap guns, water guns, rubber-dart guns, fishing pole, tent, rope, string, duct tape, Erector sets, model trains, wagons, jewelry, heavy-duty jackets, baseball cards, sport equipment, Silly Putty, marbles, teddybears, large toys to equipment list.

changed June 3, 2001: added 'warming up' section, added section about character death and taking hits, added 'sports' skill. Converted to HTML.

changed June 2, 2001: changed 'bicycling' skill to 'stunt riding' skill, to be specialized for either bikes or skateboards. Added equipment list, which is to be used to buy gear, instead of using points.

BACKGROUND

All characters are children in the range 10-14-- old enough to know better, young enough to do it anyway, as Rowan says. They live with family or guardians in the suburban town of Ainigton, somewhere in the United States. No homeless, lovable (or not) street urchins, please!

Ainigton is a typical rural town, not too big, not too small. There's one sort-of skyscraper in town where many grown-ups work, a colonial-style town hall, a brooding old Gothic library, a Main Street with a bunch of stores including an antique toy store, Kia's Restoration, a shady square near the school (which serves elementary and middle school grades) where tiny marble angels cast shadows across the grass-overgrown cobblestones, and a separate high school with its own campus of buildings. Most homes are around the outskirts of the town.

It's surrounded by grasslands and fields green and blue with cornflowers in vivid health. The weather fares to the hot and sunny, this being summer, with storms that brew out of nowhere with ferocious suddenity, drenching the land and shattering trees with lightning, then disappearing as quickly as they came into friendly white clouds. Nearby Lake Pollux (no one knows where Castor is) provides the traditional watering hole, surrounded by grassy beaches and rocks ideal for jumping from. Such might have been the town of Tom Sawyer or Huckleberry Finn.

This is the era pre-computer. Home electronics will not figure into the story; some homes may have TVs or radios but the characters of this story will not be spending appreciable amounts of time glued to these instruments, and newspapers will be the primary source of news (should our precocious prodigies be reading them regularly instead of just the funny pages). In the interest of minimizing GM research and fixing the time and setting of the campaign, there is no movie theater in such a small town. Kids get around on foot or on bicycles or on skateboards and scooters.

Ainigton is not big enough to have a ghetto or slum area of the sort that concentrates poverty into lawless delinquency. That's not to say there are no poor people in Ainigton, but rather, we choose not to focus on gang violence.

So what do our kids do instead of playing Nintendo or whining about being bored all summer? Well, we'll just have to find out...

WARMING UP

The following is the prologue from 'The Secret Country', by Pamela Dean. (an excellent book, but there is no need to read it to prepare for this campaign, since it in no wise reflects what you will find in Mirari)


Edward Fairchild, Prince of the Enchanted Forest, Lord of the Desert's Edge, Friend to the Unicorns, and King of the Secret Country, wished he were somewhere else. Pretending his foot was asleep, he slid closer to the door.

"My lord," said Randolph, his chief counselor. "I beg you--"

"I do more than beg!" said Fence the Wizard. "Edward, keep thy place."

Edward looked at him. "I will not hear these things," he said.

"Thou wilt if I say thou wilt."

"I am king here."

"And I am above kings. I am not thy servant."

"Hey!" said a page.

"Be still!" said Fence. The page scowled.

"Very well, then," said Randolph. "As I was saying. Could vintners or merchants distill this poison? Could butlers, cooks, pages," the page looked up, pleased, "know its secret? Thou," he said to Fence, "taught me the use of my wits. Now where are thine?"

Fence stood up, and as the folds of his robe fell into place, he seemed suddenly to dwarf the room. "If mine are addled," he said. "I must needs make do with thine. Make thine work for me." He fixed Randolph with piercing blue eyes, and the counselor looked suddenly blank.

"I know the truth," whispered the page.

"Silence, varlet!" said Edward, and was pleased to see the page's eyes widen.

"I know the truth," said Randolph. "I do not need my wits to discover it. And knowing it already, how can I tell thee in what way thou shouldst work thy wits to discover it thyself?"

"Tell me this truth, then," said Fence.

The page tugged at the King's sleeve and whispered, "Your crown's slipping." Edward pushed the crown farther back on his sweaty head. Was it so hot in the room?

"No, indeed I shall not," said Randolph. "I would not betray thy teaching such. How many times, knowing the truth thyself, hast thou made me dig it out for myself? Can I do less for thee?"

"Do you know," said Fence to Randolph, "why I did thus?"

"I do," said Randolph. "It was that I might believe the truth when I saw it. For truth hath shapes strange and terrible."

"And this truth," said Fence, "a most terrible one."

"Say it," said Randolph.

"Randolph," said Fence. "You have betrayed all I ever taught you; you have betrayed your liege lord and your solemn word; you have done this besides with the lowest and cruelest of all weapons, a weapon of cowards. You poisoned King William."

"I have said I will not listen to this!" shouted Edward.

"Well done," said Randolph to Fence.

"What?" said Edward.

"Will you set a trial, my lord," said Randolph, "to--"

"A trial is a coward's weapon also," said Edward, loosening his sword in its sheath.

"My lord, have a mind for your cloak," said the page. Edward unfastened it, and the page took it from his shoulder and folded it.

Randolph took off his own and dropped it onto the floor. He and Fence looked at each other. "You can do no good here," said Randolph.

The wizard nodded and turned to go.

"What about his ring?" demanded the page.

"Be quiet!" said Edward.

"But he forgot--"

In the distance, a bell rang.

"Hell!" said Randolph. "That's lunch."

"You forgot to take his ring of sorcery and kick him out of the guild of wizards!" said the page fiercely.

"Ellen," said Randolph, "no matter what anybody forgets, you shut up. You're only a page and we can hang you for mouthing off, okay?"

"You try it!" said Ellen. She pulled off her velvet cap and shook out her cloud of black hair. In the hat she had looked very like a page. Without it, thought Edward, she looked like someone who would grow up to be a witch.

"I'd love to," said Fence, struggling out of his robe. "But we'd be late for lunch."

"This is it, then, isn't it?" said Edward. "The plane leaves at two-thirty." He pulled at his crown, which came damply apart in his hands.

"And you still didn't get it right," said Ellen. "You ought to let Ted do Fence, Patrick, and you be Prince Edward."

"I am Prince Edward, and I want to be him in this part," said Ted. "Especially in this part."

"Oh, all right."

"So, this is it," said Patrick, cramming Fence's robe under his arm.

"And you still didn't get it right," said Ellen. "And neither did Ruth. Randolph is supposed to be resigned, Ruthie, and you just sounded bored. And Ted, Edward is much more shocked than that; you just sounded like someone'd put a frog in your bed, not like--"

"Ellie, stop that, please," said Ruth, picking up Randolph's cloak again. Being fifteen to Ellen's twelve, and having the same wild hair and green eyes, she looked like a witch already, no matter how inspired a Randolph she could do. "When you're grown up and directing plays," she told Ellen, like a sorcerer lecturing her apprentice, "you can fuss at people like that. Until then, cut it out."

The bell rang again.

"Next summer," said Patrick, "we should--"

Laura stuck her head into the doorway of the barn. Ted looked at his sister in despair. Her braids were coming undone. SHe would never look like a witch.

"Will you guys come on?" she said. She looked at what Patrick had under his arm and added, "Your mother just started wondering what happened to that sheet."

"Took her long enough," said Ellen.

"Next summer," said Patrick to Laura, "you can be a page. She talks too much."

"Hey!" said Ellen.

"Well," said Laura. "It might be better than being a dead king. Lying there waiting for the worms to come."

"Laurie, for goodness's sake, you don't have to wait for the worms to come," said Ruth. "Dead people don't, you know."

"How do you know?" demanded Ellen. "You ever been dead?"

"Embalming's barbaric," said Ruth. "The Secret Country is more civilized than that."

"Civilized!" said Patrick. "They don't even have machines!"

"I don't want to be embalmed," said Laura hastily. "I'd rather wait for the worms."

"I don't think you'd be a good page," said Ellen. "I like to be impudent, so I make a good page, but you only like to be a mouse, which is better for a dead king, really."

"On the other hand," said Patrick, "it'd be good for her to be impudent once in a while. Next summer--"

Laura seemed to feel that she was on ELlen's side and that she did not want to hear any more about this. She asked Ellen, "How'd it go?"

"They messed it up," said Ellen. "They forgot that we decided that Fence is Edward's servant, and they forgot to take Randolph's ring away, and--"

"Next summer," said Ruth.

"Let's eat," said Laura.

"Shut up, brat," said Ted, throwing the remains of Edward's crown at her.

"I'm hungry!"

"Me too," said Ellen.

"Next summer," said Ruth, giving in and turning for the door, "we'll do it right."


"Make Believe" is the foundation of the hidden land, the country of the imagination. You should prepare for your character a fictitious role you might take in some imaginary court, and be ready to play the role, as well as to play your own character when the needs of the 'real world' call. You may choose to discuss your character's role with other players if you wish, or to introduce your character's role as a 'new character' entering the world of make believe.

AINIGTON

This is a map of the vicinity of Ainigton. The town streets are laid out in a mostly rectangular grid fashion, and a road winds up to Lake Pollux to the northwest. The town continues to the right, mostly residential streets.

From upper left:

Where do your characters live? There is a fairly suburban district starting at Tiger Run and going east from there; most kids will live here. Some apartments may be found in town, and small houses, especially in the area surrounding the elementary. Rich people may live out in the country, along Wolf Run or Lion Avenue.

It's about an hour's walk from one side of town to the other, fifteen minutes by bicycle, more or less.

CHARACTER BACKGROUND

You should fill out the following information about your character:

Name (full legal name)
Nickname (not necessarily the one others choose to call you)
Age (10-12 for "kid", 13-14 for "young adult")
Hair color
Eye color(s)
Height (somewhere between 4' and 5'6")
Appearance/Clothes
Residence (where do you live, in what kind of house?)
Family status: (choose from)
  • Living with father and mother
  • Living with father or mother (please identify fate of other person)
    • Optional: step-mother or step-father
  • Adopted or living with guardian(s) (please identify fate of original parents)

For each parent or guardian figure with whom the character is living, please fill out:

Name
Day job (if any)
Notable hobbies (if any)
Brief physical description (please keep within 80 characters)
Traits and personality
Royal Position: If your character were a member of a royal court in medieval times, who would he or she be?
  • the Good King/Queen
  • the Evil Usurper
  • the High Prince(ss)
  • the Middle Prince(ss)
  • the Youngest Prince(ss)
  • the Magician/Mad Genius
  • the Chancellor
  • the Ambassador (to or from a foreign land)
  • the King/Queen's Spymaster
  • the White Knight
  • the Black Knight
  • the Faithful Duke
  • the Faithless Duke
  • the Courtier/Official
  • the Bureaucrat
  • the Minstrel
  • the Jester
  • the Scholar or Alchemist
  • the Bishop
  • the Page/Lady in Waiting
  • the Healer/Doctor
  • the King/Queen's Guard
  • (other, please describe)
Heraldic Beast: If your character had a coat of arms, what heraldic beast would it feature?
  • Ape
  • Badger
  • Bat
  • Bear
  • Boar
  • Bull
  • Cat-a-mountain
  • Chimera
  • Coyote
  • Cow
  • Dog (type)
  • Dragon
  • Elephant
  • Fish (type)
  • Fox
  • Goat
  • Griffin
  • Hare
  • Hedgehog
  • Hind
  • Horse
  • Hydra
  • Kraken
  • Leopard
  • Lion
  • Lynx
  • Manticore
  • Otter
  • Pegasus
  • Ram
  • Sea-horse
  • Sheep
  • Snake
  • Sphinx
  • Squirrel
  • Stag
  • Tiger
  • Tortoise
  • Unicorn
  • Wolf
  • (other)
Primary Color: What is your character's favorite color?
Secondary Color: What is his or her next favorite color?
Growing Up: Does your character know what he or she wants to do when he or she grows up? What? (unrealistic goals are acceptable) If your character doesn't have any idea, do you, the character's player, have any idea?
Make a Wish: A genie appears before your character and grants one wish. (It must be for a material object or collection of material objects, not for "peace on Earth" or "a million wishes".) What does your character wish for?
Role Model: What historical or legendary character would your character most want to meet, and why?
Fear: What does your character fear? (Aside from the usual things like death and grievous injury, are there special things your character is averse to that normal people wouldn't avoid?)
Security: Are there things that make your character feel safe or good? What are they?
Miscellaneous: Any other information you wish to detail about your character is certainly welcome, but be advised that the GMs may not remember minutae well while running a plot for one or more characters at a time.

BUYING CHARACTER ABILITIES AND SKILLS

You may allocate five (5) points to skills and abilities. You may gain up to three (3) additional points from disadvantages. This campaign will retain the "hero points" introduced in the Mutant Chronicles campaign: you may use up to five (5) hero points per session, each hero point allowing you to reroll one attempt to do something, and ten (10) hero points may be converted into one (1) experience point, to be allocated like your starting points.

The list of skills and abilities is somewhat abbreviated from Sinai, since all players are human children. The original Sinai Players' Guide can be found here.

Skills are either "trivial" or "minor". Your level of skill influences your chances to succeed at some particular task.

Cost Trivial Skill Level Minor Skill Level
0.5
novice(0)
-
1
average(1)
novice(0)
2
good(2)
average(1)
3
expert(3)
good(2)
5
adept(4)
expert(3)
8
-
adept(4)

When attempting to perform some task, if you are under pressure (for instance, there is a time limit or people are fighting behind you) you may be asked to roll 1d20. Otherwise your skill level and the task's difficulty will be compared and if it is agreed by the GM that you could normally succeed, you will be able to perform the task.

EVERYKID

Every character is assumed to possess the following:

KIDS AND YOUNG ADULTS

These two types of children are distinguished primarily by appearance and physical abilities. Kids have not yet reached a point where their voice is changing; young adults have passed this point. (You may choose to play a character whose voice is in the process of changing, which is a -0 disadvantage.)

Kids are always obviously childlike in appearance and size. Young adults may, if exceptionally large for their size, sometimes pass as grown-ups, which may be an advantage in certain situations, or may be a disadvantage in other situations (such as shinnying through especially small holes and passages).

There is no mental difference between kids and young adults, and school grades and subjects will not be applied within the context of this campaign.

A kid weighs around 50 lbs. A young adult might weigh anywhere between 70 and 100 lbs.

ABILITIES

Note that even though some abilities could be purchased (on Sinai) above the levels given here, they are not given because it does not seem feasible a young adult could possess them. (e.g., infrared vision.)

STRENGTH (minor)
Cost
Description Carrying Comments
-1
wimpy 50 lbs young adults may take the option of "-0 looks like a kid"
0
normal strength 70 lbs can lift or hold a kid
kids may take option of "looking big for their age" (-0 disad)
1
athletic 100 lbs can lift or hold a young adult
kids must "look big for their age" (-0 disad)
young adults may take option of "looking grown-up" (-0 disad)
2
muscled 150 lbs can lift or hold a grown-up
kids cannot buy this level of strength
young adults must take option of "looking grown-up" (-0 disad)
3
body-builder 200 lbs can fling a grown-up around
kids cannot buy this level of strength
young adults must take option of "looking grown-up" (-0 disad)

REFLEXES/AGILITY (minor)
Agility is also used to determine how well a kid can climb or shinny through difficult passages.
-1
clumsy, prone to tripping over own feet, accident-prone
0
average, not especially coordinated
1
good reflexes, can climb trees quickly, avoid being tripped
2
nimble, athletic and can perform acrobatic feats
3
cat-like, a better chance to avoid blows or land on feet
5
ninja-like, can catch or dodge thrown objects, land from great heights (within reason)

TOUGHNESS (minor)
-1
more susceptible to pain, even pulling on ear will allow one to lead this character around
0
normal, sensitive to pain
1
tough, can take a hit without crying
2
fighting tough, less likely to be knocked out in a battle or stay knocked out

RUNNING (minor)
-2
character is wheelchair bound or requires crutches
-1
some sort of physical problem limits character to walking
0
able to run at approximately 4 mph
1
able to run at approximately 10 mph (runner)
2
able to run at approximately 20 mph (sprinter)

VISION
This ability governs the ability to spot things cleverly hidden and to hit things at a distance with some kind of ranged weapon.
-1
near-sighted, requires glasses to see, disadvantage to spotting things at a distance or hidden even with glasses
0
normal vision; accurate to 20 feet.
1
good eyesight, can spot hidden things more easily; accurate to 100 feet.
2
keen eyesight, accurate to 500 feet
+1
better night vision, can see adequately by moonlight

MISCELLANEOUS PHYSICAL ABILITIES
+1
sharp ears, can pick up whispers nearby
+0.5
ambidextrous, can use left and right hands equally well
+1
double-jointed (figuratively), can squirm out of bindings unless they are tied painfully tight
+0.5
can hold breath for five minutes
Other requests for physical abilities will be considered on a case-by-case basis.

SKILLS

Note: you may spend 0.5 points to be a "novice" with a trivial skill.

SKILL
CLASS
DESCRIPTION
Hand-to-hand
minor
Choose a style for your character: wrestling, boxing, martial arts, "street-style", knives, etc. That will be your character's preferred fighting style when involved in hand-to-hand combat.
Archery
trivial
Your character knows how to handle a bow and arrows.
Guns
trivial
Your character knows how to handle an ordinary BB gun or rifle. Note that you must have at least normal strength (0) to fire an actual handgun, rifle, or shotgun.
Slingshots
trivial
Your character knows how to use a slingshot to actually hit things.
Acting/Persuasion minor Your character's ability to lie to grown-ups, or carry out some sort of role convincingly. Note that disguise is no longer a skill under this campaign; the acquisition and use of a disguise must be role-played in order to use acting to play a part your character manifestly is not. This skill does not replace role-playing a part; good role-playing gives bonuses, bad role-playing penalizes the use of this skill.
Note: this skill will not convert normal parents into permissive or generous parents (a 1 pt. advantage). The more often you attempt to "persuade" someone, the more they will become inured to your ways.
Lockpicking
minor
Your character can use bobby pins or other similiar tools to pick simple locks. Skill level affects the complexity of the lock and the length of time it takes to pick a simple lock. Better tools may be required for more sophisticated locks.
Stealth
minor
Your character's ability to remain hidden, follow someone quietly, or spot someone hidden. This does not extend to spotting hidden things; that is a function of vision.
Sleight of Hand
minor
Your character has learned some magic tricks! (Thieves are uncommon in Ainigton.) You may attempt to slip things into or out of people's pockets, or amuse your fellow children with clever prestidigitation.
First Aid
trivial
Your character can set a broken bone or bandage wounds effectively, or reduce fever with cold compresses. At advanced levels, your character is also knowledgeable about the local herbs and how they can be used to treat sickness or poison.
Animal Handling
trivial
Your character has spent time on a farm and knows how to handle most animals of that type, including dealing with wild animals without having to resort to shooting them dead. You may have done some horseriding, which would make you a celebrity among the girls of the local school.
Trailblazing
trivial
Your character is skilled in wilderness survival and knows how to mark trailsign so that you won't get lost and can find your way back home. You are generally familiar with the local area.
Swimming
trivial
Your character can swim, and at higher levels, can swim or dive well enough to reach difficult locations, i.e. through a fast-moving river. All kids begin with 'novice swimming' (0.5 pt.) for free. You may take "can't swim" for a -0.5 disad.
Gaming
trivial
Your character excels at games of skill and chance, of which many may be played between children to determine such useful things as who is allowed to go first on a swing set or who gets the last fish stick. ("Rock, Paper, Scissors" is a popular choice, and this skill allows you to better anticipate what choice another kid is going to make.)
Art
trivial
Your character is good with some kind of art form, playing musical instruments or singing, or performing some kind of craft such as sewing. If you're really good, your art may even have won prizes, and will certainly impress grownups favorably. Child prodigies are more likely to be granted liberties than typical ne'er-do-wells.
Cooking
trivial
Most kids don't know how to cook; if you have this skill, your character has learned to fend for himself or herself in a kitchen, or even prepare fish and game caught in the wilderness. Advanced levels allow you to impress even grown-ups with your skill and ability to be self-sufficient.
Science
trivial
Your character has read a lot about science. You may choose a specialty (physics, chemistry, biology, electrical things, etc.), but you also have a general background in mathematical and engineering disciplines. You may even have entered science fairs with your projects. Most likely you have some kind of science kit.
Mechanics
minor
Your character has been allowed to assist your father/an older brother/a friendly garage operator with mechanical repairs. You can probably fix simple mechanical problems, and maybe complicated ones, given the necessary parts or some jury-rigging. Most likely you have some kind of toolkit.
Driving
minor
Your character, while underaged, has been illicitly taught by someone in this forbidden art. If you can get the keys to a car or motorcycle (choose one), you can drive it. If you are caught, you will probably be severely punished.
Also note that most locations in Ainigton proper are within walking distance (for reasonably leisurely definitions of "walking distance".) Bicycling and skateboarding are popular.
Stunt Riding
trivial
It is assumed that all characters begin with the ability to use a bicycle or skateboard. (If your character cannot use either, take the -0.5 disad "Falls off bikes and boards".) This skill is the ability to get extra speed out of your chosen transportation method (choose bicycle or skateboard) and to perform dangerous feats, such as using an incline to make a jump, or avoiding dangerous obstacles.
You may not take Stunt Riding if your character is "uncoordinated" (-1).
Knowledge (subject)
trivial
Your character is a fan of some specific field (World War II military business, Native American studies, etc.) or has picked up some foreign language and knowledge of its culture. "Novice" standing means you have a passing knowledge. "Average" standing means that you have studied that field nearly as well as an grown-up scholar might have, and probably have lots of posters or books about it in your room.
There is no guarantee that any particular knowledge skill will be made useful in the campaign.
Sports
trivial
Your character excels at one or more sports. If you are on the team, thanks to your abilities, your side is more likely to do well in a game. This does not mean that your character is automatically also superbly coordinated or physically capable, just that you understand the sport very well and can work with others to achieve the goal.
You may not take Sports if your character is "uncoordinated" (-1).

STATUS

Relationship with Parents/Guardians
Cost
Description
Starting Equipment
Allowance/Week
-1
parents are restrictive
$20
$0.50
 
Restrictive parents may be a good excuse to not be available every session, but it will also show up in-game in the sense that prize possessions may be taken away as punishment, the character may be required to sneak out past the notice of parents (and obvious ways will quickly become barred) or other kids may even have to collaborate on ways to sneak the restricted character out ... if they feel like helping.
0
normal parents
$50
$1.00
1
more permissive parents
$100
$2.00
 
Your parents are more likely to let you be out late, borrow things, forgive transgressions, and in general, be an independent kid. This is not to say you can get away with murder -- that is against the law.
2
generous or rich parents
$200
$5.00
 
Your parents indulge your whims far more than the average kid might enjoy; you are probably an only child. This does not necessitate that your character be a spoiled brat; perhaps you find these gifts embarrassing and prefer to share with your friends, but in any case, you are one of the "haves".
+1
parents have status
 
 
 
Parents with status may seem like a somewhat immaterial advantage, but picture, for instance, a sheriff's kid with a toy deputy's badge enjoys a certain amount of authority with other kids and is more likely to be regarded as an arbiter in the case of some "kid's crime".

EQUIPMENT

Unlike Sinai, there is not that much room for differentiation based on wealth and equipment. Instead, characters will receive a starting amount of money which they may use to buy equipment. You may opt to purchase extra starting equipment for your character, but there is no guarantee that if they break it, they'll be able to get replacements.

Your starting equipment is based on your relationship with your parents. See above table.

Equipment List

Cost
Name / Description
$10
skateboard allows 10 mph "running", will not work on irregular surfaces (such as dirt or grass)
$5
bicycle helmet (or construction hat, other headgear)
$15
old 2-speed bicycle (10 mph)
$20
standard 10-speed bicycle (20 mph, can climb hills)
$30
motocross bike (25 mph, will work in country/on dirt)
$10
Toy wagon (red metal or wooden with metal wheels)
$5
pet tortoise or frog+ (friendly)
$10
cat or small dog+ (friendly)
$20
large dog+ (friendly)
$100
pony (30 mph, being boarded at a stable)
$5
Swiss Army knife (includes blade, saw, screwdriver, can opener)
$5
boxing gloves
$10
Bowie knife*
$10
brass knuckles*
$5
slingshot
$10
toy bow and arrows (blunt/rubber-tipped)
$20
actual bow and arrows* (birding/fishing heads)
$5
cap gun (detonates cap, producing small noise)
$5
hand-held squirt gun (range 5 feet)
$10
rubber-dart firing gun (range 20 feet)
$20
air-pumped squirt gun (range 20 feet)
$25
air-pumped BB gun*
$50
actual rifle or shotgun*
$10
sleeping bag
$5
small backpack
$10
camping backpack (with rack for sleeping bag)
$5
camp cooking utensils
$10
fishing pole (line, hooks, baits and flies)
$5
rain fly (tie to tree and stakes)
$10
tent (two-man scout tent, with poles)
$1
compass
$5
rope (20 feet, 1/2-inch diameter)
$0.25
twine or string (100 feet)
$0.25
snack or granola bar (as equipment, something which keeps)
$0.25
band-aids (20 small band-aids, 4 large band-aids)
$2
first-aid kit (band-aids, cloth bandages, antiseptic, burn ointment, poison treatment kit)
$0.25
matchbox and 20 matches (strike-anywhere)
$1
firestarter (flint and steel tool)
$2
cigarette lighter
$5
flashlight (standard two D-cell batteries)
$25
chemistry set (ability to make things based on science skill)
$30
electrical kit (ability to make things based on science skill)
$5
single tool (screwdriver, hammer, wrench, etc.)
$20
toolkit (for the mechanically inclined)
$20
walkie-talkies (two)
$10
periscope (toy, folding)
$20
telescope (folding)
$30
binoculars
$25
camera and film (must be developed in a darkroom)
$10
lockpicking kit (sent away for from back of comic book)
$0.25
roll of tape or duct tape
$1
set of costume jewelry
$1
secret decoder ring
$1
small firecrackers, snappers, etc. (5)
$2
large firecracker, bottle rocket, etc.* (1)
$2
X-ray specs (sent away for from back of comic book)
$5
goggles (aviator's-style)
$5
sunglasses (primarily for 'looking cool')
$5
model airplane or tank, or other model
$5
action figure or Barbie
$10
playset, large vehicle for action figures, toy sword or gun
$5-10
Erector sets (size and complexity varies with price)
$20
Train set (includes powered train and tracks)
$15
real porcelain doll
$20
costume of some sort (uniform, etc.)
$30
heavy-duty jacket or sportsman's vest (large pockets, armor class 1)
$40
leather jacket (must be young adult, armor class 2)
$2
purse (small, large enough to hold a paperback book)
$2
sewing kit
$10
actual jewelry (heirloom ring, necklace, bracelet, or locket)
$5
baseball cards (includes some rarities)
$10
sport equipment (i.e. baseball glove, bat, baseball, football, basketball)
$1
superball (extra bouncy)
$1
Silly Putty(no explanation possible)
$1
Marbles(set, includes one larger iron ball)
$5
teddybear, other small toy
$10
large generic toy (large enough to sit on)

+ pets are not hirelings or familiars. They may be reasonably obedient but are more present as character atmospherics, i.e. you have a pet who likes you better than other people. Dogs are generally better trainable than cats.

* = an item which is generally not authorized by grown-ups for "casual play". It's certainly possible to possess them but if you flash them around, someone might decide they should be taken away for your own good.

Other items such as those found in the back of comic books may be negotiated for. In general, Ainigton prices are 1/4th that of real world prices, i.e. a candy bar might cost $0.25, a meal for a kid might cost $1. Things like pencils and paper, cardboard boxes, or food are typically free; power tools and pipes and lumber are not the sort of things that kids get for themselves, but rather, things that are likely to be borrowed from one's parents (with or without asking).

If the character is confined to a wheelchair or crutches, or needs glasses to correct near-sightedness, these are free (purchased by one's parents).

Large structures like treehouses, backyard doghouses converted into play-houses (no doubt while the dog looks on dubiously), cardboard boxes painstakingly glued together to form a fortress of solitude, etc. are considered to be "shared resources" rather than owned by any one character. Players should agree on what settings they will use beyond those specified on the map.

You may, during the course of the campaign, elect to attempt to build objects out of such "free" materials as cardboard, plastic containers, tape, rope (aside from that normally carried about by your player), or from the resources available in construction kits, etc. Your chance at success will depend on your skills (and those of anyone you enlist to help you) and the amount of time being invested.

DISADVANTAGES

Negative statistics are accounted as disadvantages, e.g., -1 strength or -1 restrictive parents.

Other kinds of disadvantages may be factored at the usual rates, i.e., 0.5 pt. for a rare or slightly limiting disability, 1 pt. for a common or significantly limiting disability, 2 pt. for a constant and highly restrictive disability.

Some examples of non-stat-based disadvantages children might take:

-0.5 aversion to (choose one) insects, slimy animals, dirtiness
-1.0 aversion to all "icky things"
-0.5 aggressive, tends to get in fights a lot
-0.5 some minor feature such as lisping or buckteeth that result in persecution by other children
-1.0 actually fat (persecution, difficulty squeezing through spaces)
-1.0 heroic, champion the weak and do good
-1.0 honest, cannot lie, may have reputation as tattletale
-2.0 Boy Scout, champion the weak and do good, cannot lie
-1.0 adventurous, a real daredevil or tomboy, will usually not pass up a chance to do something wild and crazy

Note: these are behavioral disadvantages; they will show up in play. If your character doesn't act in a way consistent with a disad, you may be required to commit to buying the disad off, meaning that you couldn't spend experience points on other purchases until the disad had been eliminated.

It costs twice the point cost of a disad to buy it off. (i.e., it would cost 2 points to buy off "honest/tattletale".) This also applies to the skill disads "cannot swim" and "falls off bikes"; if you take these disads, it will cost you a little more to learn them during the campaign than it would have cost upon starting.

Physical disadvantages cannot be bought off within the lifespan of this campaign (with the exception of "fat", where it is presumed that your character could be dieting).

GAINING EXPERIENCE

Generally, you may accumulate between 1 to 3 hero points per session in which your character participates, more for exceptional play. This is calculated according to GM whim. Thus it might take four sessions to gain ten hero points, which could be converted to one experience point and spent on increasing your character's statistics or skills.

You may also gain 0 to 2 hero points for a light RP session, to a maximum of 2 hero points between regular sessions. This will be determined by the GMs at the time light RP sessions are collected and put up on the site.

DYING

High-risk situations will not be the norm in this campaign -- it is, after all, about kids. If your character is put into a situation which is high-risk, where it is possible to die, and it is not obvious from the setting (on the edge of a cliff over nasty sharp rocks, say) then you will be advised by the GM that there is a good chance of death or injury.

Ainigton is a "real world" setting. If your characters incur broken limbs, burns, wounds, or other mishaps, grown-ups may ask difficult questions, and injuries will not heal very quickly. Be forewarned! The disappearance of a child (death or getting lost) will most certainly set Ainigton into an uproar. Grown-ups may impose a curfew and restrict kids to their houses.

That aside, in a traditional knock-down fight between kids and young adults, damage will most likely be handled via the "Black Box" system. The average non-lethal kid's weapon (fists, boxing gloves, rubber-tipped arrows) inflicts one "Ouchie". Being hit by a heavy weapon, breaking a limb, or otherwise seriously injured inflicts one "Bonk". Five Ouchies equals one Bonk.

The average kid goes unconscious after taking one "Bonk" of damage. Strength, toughness, and fighting skills increase the average kid's ability to take "Bonks" as follows:

Strength
Bonks
Toughness
Bonks
Hand-to-Hand
Bonks
-1
-2 Ouchies
-1
-2 Ouchies
-
-
0
0
0
0
0
0
1
+1 Bonk
1
+2 Bonks
1
+3 Ouchiesies
2
+2 Bonks
2
+4 Bonks
2
+1 Bonk
3
+3 Bonks
-
-
3
+1 Bonk
+3 Ouchies
-
-
-
-
5
+2 Bonks
-
-
-
-
8
+2 Bonks
+3 Ouchies

(You will note if you take a character who is seriously weak and pain sensitive, your character will go unconscious after taking just one Ouchie of damage. This could be a drag if your sister bops you on the head playfully and you are knocked out.)

SAMPLE CHARACTERS

Richard deLeon (young adult)
1 pt
athletic strength (can lift 100lb)
1 pt
good reflexes (less likely to be tripped)
2 pts
average hand-to-hand, boxing style
1 pt
novice acting/persuasion
1 pt
average trailblazing
-1 pt
heroic, champion the weak and do good
Sees himself as protector of other kids, stands up against bullies at school, has played the part of King Richard in a school play, well spoken. Has spent time camping with his dad. Strong for his age.

Guy Cambridge (kid)
2 pts
nimble, athletic and can perform acrobatic feats
2 pts
average sleight of hand
1 pt
novice stealth
1 pt
average gaming
1 pt
average science (specialty: chemistry)
-1 pt
near-sighted, requires glasses to see
-0.5 pt
persecuted for being bookworm
-0.5 pt
aversion to dirtiness
Would be Merlin if he could be anything he wanted in King Arthur's court; as he isn't and can't, he has studied magic and begun an investigation of chemistry as today's alchemy. Has spent a lot of time dodging bullies who want to rub his face in the dirt that he eschews fastidiously enough to draw comments.

THE KID'S CODE

Ainigton is a generally law-abiding town. There's a strong sentiment that kids should be "raised up right". Parents will tend to be strict and punish divergence from a moral code to varying degrees, which includes but is not restricted to:

There is also an unwritten "kid's code", which has three tenets:

NOTES

It's more important to distinguish your character's personality than to establish any kind of clear superiority in points-based matters. Kids are not that far different from one another; what makes them different is their dreams. What dreams does your character have?

Magic may or may not become available in this campaign. All characters start off on an equal footing in this matter; you may not purchase "predisposition to magic" or "resistance to magic" or "knowledge of the supernatural". You may not have parents who are secretly Dark Lords of the Realm. Your character's actions in the face of the wondrous and the weird will determine your character's eventual alliance or antagony to such matters.

Despite the availability of "real world" perks such as permissive parents and equipment, it is not guaranteed these things can always be conveniently accessed or useful. Your character should be able to stand on his or her own two feet and do something useful.

Mirari is an ensemble campaign. Your character should not be averse to role-playing on the stage with other characters. While there may be plots where your character is given the opportunity to explore or carry out actions of his or her own, in secret from other characters, it's expected that most plots will be cooperative between the characters. To that end, it is suggested that characters be worked on in cooperation with other players.

They don't need to like one another. Rowan's example:

This is not a campaign about child abuse and kids with psychoses. Please avoid characters that'd normally bring guns to play ("I'm gonna cap you ugly face!"), characters that genuinely need psychiatric help ("AHHHhh! Spiders are crawling all over me!"), or characters that are dealing with sexual abuse issues. (no sample character dialogue line here)

Finally, despite the apparently restrictive nature of these character creation guidelines, this is a game about kids growing up with something wondrous and mysterious.

What that thing is, you don't know yet. But it's bound to be interesting...

... and how your characters respond to it is going to be the story.

Welcome to Mirari!


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