<span class="bbc_u">Skills</span><br/>We're now to the point where we are going to start selecting skills for our characters. This is where, in previous runs of the game, a divergence of individual ideas led to character groups that ended up having large gaps in skill sets, or characters that weren't very playable at all. As a result, I'm developing a plan to help us work together when we choose skills for our characters to help us mesh as much as possible.<br/><br/><span class="bbc_u">Elements of a Test in MG</span><br/>MG uses various Tests to overcome obstacles or perform tasks. Skills form the base of how many dice a player rolls when trying to overcome an obstacle or perform a task. However, MG is also a system that focuses on teamwork, and for that reason, obstacles tend to be larger in scope than they are in other systems. For example, if the patrol needs to ford a frigid stream, one player rolls for the whole patrol to cross, rather than each player rolling individually for their own character. For this reason, several other elements can be added to a skill level adding bonus dice to the roll to overcome the obstacle.<br/><br/><em>Help</em><br/>Each skill in MG can be supported by other specific skills from other mice in a group effort. A skill can always be helped by itself as well; Fighter can always help Fighter, for example. When helping, the mouse making the test must agree to accept the help; they may decline it if they want to. The helper must describe how they are adding their support to the task using the skill with which they are helping, and the description must make logical sense. Helping always adds +1D to the roll of the test, regardless of the skill level of the helper or tester. Each individual helper adds +1D. Helping is optional; any helper is bound by the results of the test, pass or fail.<br/><br/><em>Wises</em><br/>Wises are knowledge skills, and are often a very useful source for bonuses. Wises are player-created, and can be used in any situation in which they may apply to an obstacle. The player describes how the Wise applies, and the table as a whole determines if it does indeed apply. Wises bonuses can come from the tester, or by a helper, and add +1D per Wise. More on Wises later when we get to them.<br/><br/><em>Traits</em><br/>If the tester has a Trait appropriate to the situation, they may use it in Tests. The player describes how their Trait fits, and the table as a whole determines whether the Trait is indeed appropriate to the situation. Traits can be used to both help or hinder rolls in tests. More on Traits later when we get to them.<br/><br/><em>Gear/Supplies</em><br/>Gear or Supplies also add bonuses to a test. Mice are always assumed to have the minimum tools they need to ply their craft, and they may create or produce supplies or gear to aid in other tasks or tests. However, production of supplies almost always occurs in the Player Turn. During the GM Turn, there generally isn't time to stop and build a bridge over the frigid stream.<br/><br/><span class="bbc_u">Let's work together to cover our bases</span><br/>Below I've listed the major useful skills in MG. Each of us should try to focus our characters to cover at least two, independent of the other characters' choices. For example, Baba plans to cover Healer and Weather Watcher, so while it may be reasonable for your character to spend a point or two in that skill as well, it is unwise to sink a lot of skill points into it. Fighter may be the exception to this rule; MG is a combat-oriented game, so Fighter is arguably the most useful skill in the game. Everone should take at least one level in Fighter. I've also listed what skills help the listed skill. Mawgwa is going to be a support character, so I will focus on taking skills that help the main characters, but I'll also make sure I take and specialize in the base skills the group needs as well.<br/><br/><em>Fighter</em><br/>Mice are not natural fighters. The Fighter skill teaches them to overcome their natural inhibitions so they can capture, disable, or even kill an opponent--using their bare paws or any of the variety of weapons available.<br/><br/>Help for Fighter comes from Hunter and appropriate wises.<br/><br/>This is probably the most useful skill in the game, and it will probably be used by everyone individually.<br/><br/><em>Healer</em><br/>The healer keeps mice whole and healthy. A healer can take supplies from harvesters and scientists in the form of herbs and medicine. A healer can create poultices and potions to aid mice in recovering from being Tired and Angry. These count as supplies for Will and Health tests for recovery.<br/><br/>Help for Healer comes from Scientist and appropriate wises.<br/><br/><em>Hunter</em><br/>The hunter is an intrepid mouse who journeys out into the wild and confronts animals--grazers, scavengers and even predators. He uses his skill and cunning to stalk, trap, drive off or kill his quarry. Hunter can also be used to find information about an animal--where it likes to eat, what it eats, what its weapons are.<br/><br/>Help for Hunter comes from Loremouse and appropriate wises.<br/><br/>Hunter is very similar to Fighter, except you can't use it against other mice. If you're playing a character that doesn't physically fight other mice for moral reasons, take Hunter instead.<br/><br/><em>Instructor</em><br/>An instructor knows how to transmit skills to another character.<br/><br/>Help for Instructor comes from the skill being taught.<br/><br/>For our purposes, this will be one of the most useless skills in the game. I recommend not taking it, and only include it here for completeness.<br/><br/><em>Pathfinder</em><br/>A pathfinder makes and marks paths between the mouse towns and cities, and to various resources and landmarks like streams, springs, lakes or fields of herbs. The Pathfinder skill is one of the most important skills. Pathfinders can use maps from cartographers as supplies.<br/><br/>Help for Pathfinder comes from Scout, Hunter, Weather Watcher, and appropriate wises.<br/><br/>Like the game itself says, outside of Fighter, Pathfinder is the most useful skill in the game. Help for Pathfinder comes from a lot of sources, so if you specialize in it, don't specialize in the skills that help it.<br/><br/><em>Scout</em><br/>A scout is adept at spotting predators on the prowl, sneaking behind enemy lines, trailing targets and finding hidden things.<br/><br/>Help for Scout comes from Hunter, Pathfinder, and appropriate wises.<br/><br/><em>Survivalist</em><br/>The survivalist knows how to make shelters, find water, build fires and jury-rig tools. This skill also has a special condition attached to it: a mouse with this skill cannot be made Angry due to a failed Survivalist test.<br/><br/>Help for Survivalist comes from Hunter, Weather Watcher, and appropriate wises.<br/><br/><em>Weather Watcher</em><br/>The Weather Watcher skill is about spotting clouds, noting the direction of the wind, and detecting the amount of moisture in the air, correlated with celestial phenomena and signs present in soil and flora.<br/><br/>Help for Weather Watcher comes from Scientist and appropriate wises.<br/><br/>So let's have a bit of a discussion here about our character concepts, and where we think these important skills fit into those concepts in a better effort to cover all our bases.