Faction Skills

Skill Rank
Cost in
OSP's
Detect Ancestral Spirit or possession Rank 2 20 OSP
Diagnose Special Effect Rank 2 40 OSP
Locate Rank 2 30 OSP
Quick Armour Repair Rank 2 40 OSP
Sense Magical Aura Rank 2 30 OSP
Tracking Rank 2 30 OSP
Clearsight Rank 3 30 OSP
Contribute to/perform 2nd ritual Rank 3 40 OSP
Escape Bonds Rank 3 30 OSP
Immunity to Charms Rank 4 60 OSP
Light Armour Mastery Rank 4 60 OSP
Medium Armour Mastery Rank 4 60 OSP
Transcend Armour Rank 4 80 OSP
Wedge Mastery Rank 4 60 OSP
Heavy Armour Mastery Rank 5 70 OSP
Immunity to Fumble Rank 5 40 OSP
@Mighty Blow Rank 5 80 OSP
Surgeon Rank 5 60 OSP
Dismiss or control + 5 Rank 6 120 OSP
Double Spell Cards Rank 6 100 OSP
Calming Word Rank 7 80 OSP
Double Channelling cards Rank 7 100 OSP
@Free Action Rank 7 80 OSP

A character will also gain free faction rank skills when they achieve rank 6 or above.

Detect Ancestral Spirit or Possession
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 2 Cost: 10 OSP
An Incantor with this skill can, after ten seconds of examination, detect the presence of any ancestral spirit or possession within a living being.

Diagnose Special Effects
Pre-requisites: None
Guild/Rank:Healers Guild Rank 2 Cost: 20 OSP
Guild/Rank:Incantors Guild Rank 5 Cost: 20 OSP
Guild/Rank:Generic (any rank) Cost: 70 OSP
This skill gives a character the ability to determine the nature of and necessary cure for a disease inflicting either themselves or another living being. You may collect a diagnose special effect lore sheet from Games Control or the Healers Guild once this skill appears on your character card.

Locate
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 2 Cost: 15 OSP
Guild/Rank:Militia Rank 2 Cost: 15 OSP
With this skill a character can do a reasonable search of an individual. This takes one minute per location being searched. Any items the individual is carrying that has been hidden on search location using the conceal item skill will be found.

Quick Armour Repair
Pre-requisites: None
Guild/Rank:Armourers Guild Rank 2 Cost: 10 OSP
Guild/Rank:Militia Rank 3 Cost: 20 OSP
The skill gives a character the ability to repair armour or shields in half the standard time. (All armour is repaired at thirty second per point and shields are repaired in one minute). This skill cannot be used to repair enchanted armour.

Sense Magical Aura
Pre-requisites: None
Guild/Rank:Mages Guild Rank 2 Cost: 15 OSP
With this skill the character can sense if there is any magic within an object or item. The character must place either the palm or the fingertips of their primary hand (for example your left if you are left handed) within one inch of the item and concentrate for ten seconds. This skill will not give the character any information about the type of enchantment in an object or item; the character will only be able to detect whether or not there is magic in or on the item they are touching.

Tracking
Pre-requisites: None
Guild/Rank:Archers Rank 2 Cost: 10 OSP
Guild/Rank:Militia Rank 2 Cost: 10 OSP
Guild/Rank:Scouts Guild Rank 2 Cost: 10 OSP
This skill allows a character to check an area for tracks. The character will gain a rough idea as to the type of creatures in that area, their approximate numbers and roughly how long ago they were there (this can only be done in an area where it is possible to leave tracks). The character using tracking must role-play checking the area for thirty seconds. This skill requires the presence of a marshal or referee. Weather and other conditions may make this skill unusable; your marshal or referee will tell you if it is possible to use the skill at that time and in that area.

Clearsight
Pre-requisites: Incantation 1, 2 or 3
Guild/Rank:Incantors Guild Rank 3 Cost: 15 OSP
Guild/Rank:Generic (any rank) Cost: 50 OSP
The character must tear an incantation card of any level to use this skill. When the card is torn, the character will be informed of the dismiss level and type of any animated or summoned unliving within a ten foot radius. This skill will not work against greater unliving, ancestral spirits or possessions. The character must speak a vocal that includes the word 'clearsight' when using this skill.

Contribute to/Perform 2nd Ritual
Pre-requisites: Contribute to Ritual or Ritual Magic
Guild/Rank:Mages Guild Rank 3 Cost: 20 OSP
Guild/Rank:Generic (any rank) Cost: 90 OSP
If the character has the basic skill contribute to ritual, this skill allows them to contribute to a second ritual each day. If the character has ritual magic, this skill allows them to perform a second ritual each day.

Escape Bonds
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 3 Cost: 15 OSP
Guild/Rank:Generic (any rank) Cost: 50 OSP
This skill allows your character to escape from any in character bonds or restraints. This takes one minute and the character must be able to move (for example not paralysed or frozen). This skill does not allow a character to escape from a locked room or other such prisons. In the interests of safety in character bindings must be role-played, not actually applied.

Immunity to Charms
Pre-requisites: None
Guild/Rank:Bards Guild Rank 4 Cost: 40 OSP
A character with this skill is immune to all spells, powers or abilities of beguile, befriend, enthral and distract. Any further charms will be noted in Rune.

Light Armour Mastery
Pre-requisites: Light Armour use
Guild/Rank:Archers Guild Rank 4 Cost: 40 OSP
Guild/Rank:Bards Guild Rank 4 Cost: 40 OSP
Guild/Rank:Scouts Guild Rank 4 Cost: 40 OSP
Guild/Rank:Generic (any rank) Cost: 80 OSP
A character using this skill gains an extra point of armour value while using light armour. This is in addition to the one point of protection that light armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any medium or heavy armour.

Medium Armour Mastery
Pre-requisites: Medium Armour use
Guild/Rank:Armourers Guild Rank 4 Cost: 40 OSP
Guild/Rank:Miltia Rank 4 Cost: 40 OSP
Guild/Rank:Generic (any rank) Cost: 80 OSP
A character using this skill gains an extra point of armour value while using medium armour. This is in addition to the two points of protection that medium armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or heavy armour.

Transcend Armour
Pre-requisites: None
Guild/Rank:Mages Guild Rank 4 Cost: 40 OSP
A character with this skill can cast spell in one level of armour more than normal. For example, he can cast first level spells in heavy armour and second or third level spells in medium armour. Either mages or incantors can use this skill.

Wedge Mastery
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 4 Cost: 30 OSP
Guild/Rank:Generic (any rank) Cost: 100 OSP
When an incantor with this skill is acting as the head of an incantor wedge containing at least three people (including the character with wedge mastery0, the dismiss level of the wedge is raised by three points. This skill can only be used by the incantor at the head of a wedge, not by those contributing to it.

Heavy Armour Mastery
Pre-requisites: Heavy Armour Use
Guild/Rank:Armourers Guild Rank 5 Cost: 50 OSP
Guild/Rank:Militia Rank 5 Cost: 50 OSP
Guild/Rank: Generic (any rank) Cost: 90 OSP
A character using this skill gains an extra point of armour value while using heavy armour. This is in addition to the three points of protection that heavy armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or medium armour.

Immunity to Fumble
Pre-requisites: None
Guild/Rank:Bards Guild Rank 4 Cost: 20 OSP
Guild/Rank:Militia Rank 2 Cost: 30 OSP
A character with this skill is immune to all spells, powers and abilities of fumble, which would otherwise cause them to drop any indicated item held in one or both hands.

@Mighty Blow
Pre-requisites: Two handed weapon use
Guild/Rank:Armourers Guild Rank 5 Cost: 40 OSP
Guild/Rank:Miltia Rank 4 Cost: 50 OSP
Guild/Rank:Generic (any rank) Cost: 120 OSP
A character with this skill can inflict a physical strikedown with a two handed weapon and a full role-played blow.

Surgeon
Pre-requisites: Channelling and Physician
Guild/Rank:Healers Guild Rank 5 Cost: 30 OSP
By tearing two channelling cards and concentrating for one minute, the character is able to repair extreme damage done to an individual, such as burns, scars, bites, broken bones and lost limbs. An individual suffering from extreme damage must be treated by a surgeon before any other healing can be used on those wounds. Surgery is an invasive procedure and as such will not go through the Ritual of Peace.

@Dismiss/Control +5
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 6 Cost: 60 OSP
Guild/Rank:Generic (any Rank) Cost: 180 OSP
An Incantor with this skill gains an extra five points to any Dismiss Unliving or Control Unliving incantation they cast. This bonus can also be used to increase the strength of a wedge that the incantor is leading or contributing to.

@Double Spell cards
Pre-requisites: None
Guild/Rank: Mages Guild Rank 6 Cost: 75 OSP
Guild/Rank: Incantors Guild Rank 7 Cost: 75 OSP
A character with this skill receives double their normal allocation of first, second and third level spell cards each day. This applies to both incantation and spellcasting but not to channelling powers.

Calming Word
Pre-requisites: None
Guild/Rank:Bard's Guild Rank 7 Cost: 40 OSP
This skill gives the character the ability to detect and remove all beguile effects. To detect if an individual is under the influence of a beguile, the character must engage them in sensible conversation for at least thirty seconds during which the character must inform the individual that they are using the calming word skill. To remove a detected beguile, the character must continue the conversation for at least a further ten minutes. At the end of this period, all effects of the beguile are cancelled. If the character's concentration is broken at any time during either the detection of the removal of a beguile, they must start again.

@Double Channelling cards
Pre-requisites: None
Guild/Rank:Healers Guild Rank 7 Cost: 60 OSP
A character with this skill receives double their normal allocation of channelling cards each day. This only applies to channelling powers and not spellcasting or incantation.

@Free Action
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 7 Cost: 60 OSP
A character with this skill can resist the immobilising effects of halt, freeze, paralysis and terror although they will still be affected by the fear element of terror.