<span class="bbc_u">Wises</span><br/>There is a special subset of skills in MG called wises. Wises are knowledge/experience-based skills that represent something your character is particularly knowledgeable about. In play, Wises can be used in three ways:<br/><ul class="bbc_list"><li type="disc">You can test to elicit information about a hidden fact from the GM</li><li type="disc">You can test to bring in a new fact about something in the game that's relevant to your wise's area</li><li type="disc">You can use a wise to augment a skill test; either your own test, or as help to another</li></ul>Wises are not individually described like skills. Players make them up, and they are defined by their name. The GM and the players themselves interpret and approve their applicability in any given situation.<br/><br/>Wises need to come from certain categories. You can choose a specific animal, like Owl-wise. You can choose a type of terrain, like Brambles-wise. You can choose a place, like Lockhaven-wise. You can choose a tool involved in a skill, like Apiary-wise. You can choose a type of weather condition, like Rain-wise. Give it a shot. I'll let you know if you're on the right track. This is a chance to flex your creative muscles within your character concept. What does your character<em>know</em>about?<br/><br/>You get points to spend on Wises just like skills. So one point gets you a Wise at rank 2, and an additional rank for each point spent on the wise.<br/><br/>Guardmice get 2 points, Patrol Guards get 3 points, Patrol Leaders get 4 points.<br/><br/>