Character Creation Guide

This guide starts by assuming you have connected to the game and know the basics of using MUSH commands.

No Return is pretty light on  theme, but the things that we have taken the time to define are important. Please try to read through the theme files.

Character Generation has two aspects to it. There’s a skills system, which includes Feats and Languages, and then there’s a more story-based character background. You’ll be asked to answer a series of questions that will cover your character’s history & personality, rather than writing a more traditional all-inclusive character background.

Sample Characters

These are commonly made character types on No Return:

  • Loner/Survivalist
  • Orphan/Survivalist
  • Ex-Bandit/Rogue
  • Auto Mechanic
  • Antisocial Introvert
  • Doctor/Medic
  • Anachronistically Raised

Here are some extra articles that can help:

How Do We Review Character Apps?

Character Census

New Player FAQ


One of the first things you’ll need to figure out is what kind of character you want to play and what their backstory is. It will be extremely helpful to decide not only where they’ve come from, but also how they came to be in this area. Camp Missaukee is not a known entity regionally, so chances are your character will just be stumbling across it.

The character generation system will walk you through most of what we need to know to get your character in the game, but sometimes it’s hard to come up with concepts. We’ve put together some lists of ideas to help you brainstorm. You’re welcome to come up with your own ideas as well, these are just suggestions to help guide new players.

Please note: All characters will be newly arriving to Camp Missaukee by whatever means post-chargen. Please do not have a pre-established history with the camp. The idea is that everyone starts fresh there.

What’s your story?

  • You could be a wanderer, living the life of a nomad.
  • You could be a former member of a bandit group/gang.
  • Your previous living arrangements were overrun/invaded/etc.
  • You’re looking for something better that allows new inhabitants.
  • You have a hard time with commitment.
  • You were exiled from, voluntarily departed from, or fled Stillwater.

Various skills/apptitudes your character could have that would fit well:

  • Farming/gardening skills
  • Hunting/tracking skills (animals or defensive)
  • Martial training
  • Teacher
  • Caregiver
  • Medical training
  • Mechanical skills
  • Electrical skills
  • Cook/Butcher/Baker
  • Building/Construction skills
  • Therapy/Psychologist
  • Management/Organizational skills
  • Military training
  • Animal handling/training
  • Livestock Management/Breeding
  • Riding (Horseback)
  • Crafts

Think about any unusual equipment that you would like to enter play with. By “unusual equipment” we mean things beyond basic survival gear (a small supply of rations, clothes, a sleeping bag, first aid kit, etc.)

Keep in mind that, in most cases, characters are limited to what they can feasibly carry with them.

You can start with a pet if you like, but livestock must be found via the +scavenge system or purchased with Karma.

Everything in your background is going to be looked over prior to approval. If you have a concept that isn’t mentioned here, or specific knowledges or skill sets, staff will be looking at it closely to make sure it fits the theme. If you ever have questions, do not hesitate to chat with staff about your idea. We’re happy to answer questions and help guide you.


We use a slightly modified version of Dahan’s Skill System (DSS). Detailed help can be found in game via the +sinfo command.

Learning a new system can be daunting at first. Don’t sweat the small stuff! Once you’re approved, you’ll learn how rolls work. For now, we’re just concerned about getting some numbers on your +sheet.


Our attributes are Strength, Dexterity, Stamina, Perception, Intelligence and Charisma. These should be pretty self-explanatory, but “+sinfo list attributes” explains what each is.

Attribute levels range from 1-100. Human average is 30, and all characters start with 30 in everything by default. You can raise or lower attributes to configure them however you’d like.


Skill levels range from 1-100. The higher you raise a skill, the more it costs to raise it. A good number for an average difficulty roll is 40. You’ll want to choose a small number of skills that are your character’s signature abilities and make those 40-50. Anything else will be lower. You can’t be great at everything, after all! Keep in mind skills that are appropriate for your background and don’t forget survival skills! There is a complete list of skills and skill focuses on our web site. To learn more about the skill system, how it works, and what the rank levels mean, see our Skill System Guide.


We’ve given you many many (many) feats to choose from. You don’t have to choose any of them, but you can’t have more than 9 total. With that said, you don’t have to take all 9! There is a complete list of feats on our web site. Browsing the list may give you ideas for fleshing out your character! Some of them have in-game effects on rolls, others are more for RP flavor.

When selecting feats, be careful not to “double dip”. Each feat must have its own unique justification. For example, if you have Phobia: Darkness you can’t take Insomnia because you’re afraid of the dark.

Many feats can also be purchased (or bought off with XP) outside of chargen. The same 9 feat limit applies, and it has to make sense for your character to suddenly have (or not have) the feat. Be advised, we don’t allow “I should have had this all along” as a justification–it must be something that your character has developed (backed up by RP logs) since leaving chargen.


To view a list of the languages available, see “+sinfo list languages” in-game. Each language has 4 levels, with 4 being complete fluency. If you buy a language, be sure you buy as many levels as you need for the level of fluency desired. Our language code does take fluency into account, so if you don’t have 4 in a language, you may have trouble puzzling out what others are saying to you in it (and they might have trouble puzzling out what you’re trying to say!)

Finishing Touches


Your description should be limited to physical characteristics only. Height, weight, eye color, hair color, etc. Do not include personality traits, background information, or attempt to impose how your character is perceived or makes others feel. Your personality should shine in your roleplay, you don’t need to cover it here.

Your description needs to include clothing. Although you may more than one set of clothes to wear IC, just give the reader an idea of what your character is currently wearing or typically wears.

Full Name

Give your character a first and last name. You need both to be approved, and both are used for character pages and logs on the web site. If your character goes by a nickname, you can use the nickname as their first name, or give them a first name in addition to the nickname (John “Hawk” Smith vs Hawk Smith).


  • Is the concept set, and does it make sense for the theme?
  • Are age and sex set?
  • Is the character age 12 or higher?
  • Is a description set that includes physical attributes and clothing?
  • Does the character have a first and last name? (FULLNAME attribute.)


  • Is the +sheet complete, with no more than 50 XP remaining and no more than 9 feats?
  • Do the skills, languages, feats & attributes seem appropriate for the concept/age/background?


  • Are all the questions answered adequately? (None may be blank.)
  • Is there enough information to get a good feel for the character?
  • Does the background demonstrate understanding of the theme and fit with our timeline?
  • Are feats adequately explained by the background?