<strong>Don't forget to add the skill and trait you got when you selected your hometown to your Character Sheet (https://elliquiy.com/forums/index.php?topic=198739.0).</strong><br/><br/><span class="bbc_u">Skills</span><br/><br/><span class="bbc_u">Life Experience</span><br/>In the next process, we’ll be choosing skills to go along with the one you got with your hometown choice. Note, you can take a skill twice. Doing so gives you an additional rank in the skill. Choosing a skill once gives you an ability of 2 in that skill, going up 1 for each rank you have in the skill (so selecting a skill twice gives you an ability of 3 in that skill, and so on). The maximum rank for a skill is 6. In the game, you roll against the appropriate Skill in Tests. You roll a number of dice equal to your skill level. Rolls of 4-6 are a Success; rolls of 1-3 are cowards. To succeed in a Test, you must roll either more Successes than your opponent in a versus test, or at least the level of difficulty of the obstacle in ordinary tests.<br/><br/>Remember, mice may substitute their Nature for any skill they don’t have, but this taxes their Nature. Mice may add their Nature to their skill rolls involving Escaping, Climbing, Hiding or Foraging. This does NOT tax Nature.<br/><br/>You should focus on only a handful of skills, and hope your comrades and Nature fill the gaps.<br/><br/><span class="bbc_u">Pick an area in which you’re naturally talented</span><br/><strong>Choose one.</strong><br/><table class="bbc_table"><tbody><tr><td>Administrator</td><td>Glazier</td><td>Pathfinder</td></tr><tr><td>Apiarist</td><td>Haggler</td><td>Persuader</td></tr><tr><td>Archivist</td><td>Harvester</td><td>Potter</td></tr><tr><td>Armorer</td><td>Healer</td><td>Scientist</td></tr><tr><td>Baker</td><td>Hunter</td><td>Scout</td></tr><tr><td>Boatcrafter</td><td>Insectarist</td><td>Smith</td></tr><tr><td>Brewer</td><td>Instructor</td><td>Stonemason</td></tr><tr><td>Carpenter</td><td>Laborer</td><td>Survivalist</td></tr><tr><td>Cartographer</td><td>Loremouse</td><td>Weather Watcher</td></tr><tr><td>Cook</td><td>Militarist</td><td>Weaver</td></tr><tr><td>Deceiver</td><td>Miller</td><td></td></tr><tr><td>Fighter</td><td>Orator</td><td></td></tr></tbody></table><br/><span class="bbc_u">What was your parents’ trade?</span><br/><strong>Choose one.</strong>If you gave your parent(s) a profession in the previous section, but wish to choose something different now, you may.<br/><table class="bbc_table"><tbody><tr><td>Apiarist</td><td>Carpenter</td><td>Potter</td></tr><tr><td>Archivist</td><td>Cartographer</td><td>Smith</td></tr><tr><td>Armorer</td><td>Glazier</td><td>Stonemason</td></tr><tr><td>Baker</td><td>Harvester</td><td>Weaver</td></tr><tr><td>Boatcrafter</td><td>Insectarist</td><td></td></tr><tr><td>Brewer</td><td>Miller</td><td></td></tr></tbody></table><br/><span class="bbc_u">How do you convince people that you’re right, and to do what you need?</span><br/><strong>Patrol leaders choose two, everyone else chooses one.</strong><br/><table class="bbc_table"><tbody><tr><td>Deceiver</td><td>Orator</td><td>Persuader</td></tr></tbody></table><br/><em>Note: Persuader is generally the most useful skill here. It's used in one-on-one arguments. Orator is used to give speeches to groups of 3 or more.</em><br/><br/><span class="bbc_u">For whom did you apprentice for the Guard? What was that mouse’s trade?</span><br/>Those who seek to join the Guard work with one of Lockhaven’s senior artisan mice during their first two seasons to act as assistants, laborers and apprentices.<strong>Give yourself a skill from this list</strong>:<br/><table class="bbc_table"><tbody><tr><td>Apiarist</td><td>Carpenter</td><td>Miller</td></tr><tr><td>Archivist</td><td>Cartographer</td><td>Potter</td></tr><tr><td>Armorer</td><td>Glazier</td><td>Smith</td></tr><tr><td>Baker</td><td>Harvester</td><td>Stonemason</td></tr><tr><td>Brewer</td><td>Insectarist</td><td>Weaver</td></tr></tbody></table><br/><span class="bbc_u">What did your Mentor stress in training?</span><br/>After apprenticing for two seasons, recruits are assigned a Mentor. Some Mentors are more rigorous than others. Some emphasize one skill over another.<strong>Choose one skill below, and name your Mentor and note them</strong>.<br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/><span class="bbc_u">What kind of experience did you have in the Guard?</span><br/>All guardmice have a range of training and experience in skills important to their role.<strong>From the following list, guardmice choose 6, patrol guards choose 8, patrol leaders choose 9.</strong><br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/>Guardmice may also choose Haggler<br/><br/>Patrol guards may also choose Cook<br/><br/>Patrol leaders may also choose Persuader and Loremouse<br/><br/><span class="bbc_u">What’s your specialty?</span><br/>Each character may<strong>choose one skill from the following list</strong>. No two characters may choose the same skill as their specialty.<br/><table class="bbc_table"><tbody><tr><td>Fighter</td><td>Instructor</td><td>Survivalist</td></tr><tr><td>Healer</td><td>Pathfinder</td><td>Weather Watcher</td></tr><tr><td>Hunter</td><td>Scout</td><td></td></tr></tbody></table><br/>Phew! That’s it for skills. Please post your choices in each section individually, including the names and professions of your parents, the name of your Senior Artisan and the name of your Mentor.