Generic Skills

Skill Rank
Cost in
OSP's
General Knowledge Skills N/A 20 OSP
Scholar N/A 40 OSP
Clearsight N/A 50 OSP
Resist Fear N/A 50 OSP
Climb Walls N/A 50 OSP
Escape Bonds N/A 50 OSP
Sage N/A 60 OSP
Diagnose Special Effect N/A 70 OSP
Light Armour Mastery N/A 80 OSP
Medium Armour Mastery N/A 80 OSP
Contribute/ perform 2nd ritual N/A 90 OSP
Wedge Mastery N/A 100 OSP
Heavy Armour Mastery N/A 120 OSP
Dismiss or Control +5 N/A 180 OSP

General Knowledge skills
Pre-requisites: None
Guild/Rank:Bards Guild Rank 1 Cost: 10 OSP
These skills give your character a greater degree of insight into certain aspects of life in Erdreja. Characters with these skills may collect an information sheet for each of the skills they have brought from Games Control at the Heartland Games, the Faction moots and the Gathering. There is no limit to the number of general knowledge skills you can purchase, but individual skills may only be purchased once. Each general knowledge skill costs 20 OSP's. The table below shows the available general knowledge skills and gives a brief idea of the information a character with each skill will receive.

Skill Description
Guildsman The actions and policies of the guilds
Merchant Trade and trade routes around Erdreja
Rumour Monger Rumours and hearsay from all aspects of life
Storyteller Tales and stories from Erdreja
Wanderer News of places and events throughout Erdreja
War Scout Armies, war zones and troop movements

Scholar Skills
Pre-requisites: None
Guild/Rank:Bards Guild Rank 3 Cost: 40 OSP
These skills give your character detailed knowledge of a single field or topic of study. Characters with this skill may submit research requests on their chosen topic at the main Lorien Trust events and will receive detailed answers. There is no limit to the number of scholar skills you can purchase, but individual topics may only be purchased once. Each topic or area costs 40 OSP's and a list of available topics can be obtained from Games Control. Please remember that compiling the information you require takes time and that the amount of information you receive may vary, depending on the subject you have chosen.

Clearsight
Pre-requisites: Incantaion 1,2 or 3
Guild/Rank:Incantors Guild Rank 3 Cost: 15 OSP
Guild/Rank:Faction Rank 3 Cost: 30 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.

Resist Fear
Pre-requisites: None
Guild/Rank:Militia Rank 1 Cost: 20 OSP
A character with this skill counts as one rank higher than normal when resisting any rank based fear effect. For example, a character of rank three, with this skill, counts as rank four against any rank based fear. Faction promotional rank and magical effects that increase resistance to fear can be combined with this skill.

Climb Walls
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 2 Cost: 10 OSP
This skill allows your character to climb any wall or non-magical barrier after twenty seconds of in character role-playing (the first ten seconds allow a character to climb up a well or barrier, the second ten seconds allow them to climb down the other side). This skill requires the presence of a referee or marshal.

Escape Bonds
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 3 Cost: 15 OSP
Guild/Rank:Faction Rank 3 Cost: 30 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.

Diagnose Special Effects
Pre-requisites: None
Guild/Rank:Incantors Guild Rank 5 Cost: 20 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.

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:Faction Rank 4 Cost: 60 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.

Sage Skills
Pre-requisites: None
Guild/Rank:Bards Guild Rank 5 Cost: 50 OSP
The sage skill gives your character a deep understanding of one field or area. Characters with this skill may submit one research request per year on their chosen sage topic at one of the main Lorien Trust events and will receive comprehensive answers. the sage skill may only be purchased once, although characters may submit a different request relating to their topic each year. This skill costs 60 OSP's and suggestions for appropriate topics can be obtained from Games Control. Please remember that compiling the information you require takes time and that the amount of information you receive may vary, depending on the subject you have chosen. Sage is a restricted skill; only a certain number of characters may have this skill at any one time.

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:Faction Rank 4 Cost: 60 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.

Contribute to/Perform 2nd Ritual
Pre-requisites: Contribute to Ritual or Ritual Magic
Guild/Rank:Mages Guild Rank 3 Cost: 20 OSP
Guild/Rank:Faction Rank 3 Cost: 40 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.

Wedge Mastery
Pre-requisites: Incantaion 1,2 or 3
Guild/Rank:Incantors Guild Rank 4 Cost: 30 OSP
Guild/Rank:Faction Rank 4 Cost: 60 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: Faction Rank 5 Cost: 70 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.

@Dismiss/Control +5
Pre-requisites: Incantaion 1,2 or 3
Guild/Rank:Incantors Guild Rank 6 Cost: 60 OSP
Guild/Rank:Faction Rank 6 Cost: 120 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.