| Skill | Rank | OSP's |
| Guild Oath Sworn | Rank 1 | 10 OSP |
| Resist Fear | Rank 1 | 20 OSP |
| Locate | Rank 2 | 15 OSP |
| Tracking | Rank 2 | 10 OSP |
| Immunity to Fumble | Rank 2 | 30 OSP |
| Quick Armour Repair | Rank 3 | 20 OSP |
| Guild Sergeants Oath | Rank 4 | 20 OSP |
| Medium Armour Mastery | Rank 4 | 40 OSP |
| @Mighty Blow | Rank 4 | 50 OSP |
| Heavy Armour Mastery | Rank 5 | 50 OSP |
| Shield Mastery | Rank 5 | 60 OSP |
| @Guild Captain's Oath | Rank 6 | 30 OSP |
| Immunity to mind affecting spells | Rank 7 | 60 OSP |
| @Rally | Rank 7 | 80 OSP |
| @Retribution | Rank 8 | 100 OSP |
| Guild Oath Sworn | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 1 | Cost: 10 OSP |
| This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild oath sworn can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment. | |
| Resist Fear | |
| Pre-requisites: None | |
| Guild/Rank:Generic (any rank) | Cost: 50 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. | |
| Locate | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 2 | Cost: 15 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 30 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. | |
| Tracking | |
| Pre-requisites: None | |
| Guild/Rank:Archers Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Scouts Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 30 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. | |
| Immunity to Fumble | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 4 | Cost: 20 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. | |
| Quick Armour Repair | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 40 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. | |
| Guild Sergeant's Oath | |
| Pre-requisites: Guild Oath Sworn | |
| This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics that are restricted to mid-rank guild members and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild Sergeant's Oath can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment. |
| Medium Armour Mastery | |
| Pre-requisites: Medium Armour use | |
| Guild/Rank:Armourers Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Faction Rank 4 | Cost: 60 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. | |
| @Mighty Blow | |
| Pre-requisites: Two handed weapon use | |
| Guild/Rank:Armourers Guild Rank 5 | Cost: 40 OSP |
| Guild/Rank:Faction Rank 5 | Cost: 80 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. | |
| Heavy Armour Mastery | |
| Pre-requisites: Heavy Armour Use | |
| Guild/Rank:Armourers Guild Rank 5 | Cost: 50 OSP |
| Guild/Rank: Faction Rank 5 | Cost: 70 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. | |
| @Shield Mastery | |
| Pre-requisites: Shield Use | |
| Guild/Rank:Armourers Rank 7 | Cost: 60 OSP |
| Guild/Rank:Faction Rank 7 | Cost: 80 OSP |
| A character with this skill can use a shield to parry weapons inflicting normal and enchanted crush without damaging the shield or the character. This skill offers no protection to anything but melee blows. | |
| Guild Captains Oath | |
| Pre-requisites: Guild Oath Sworn, Guild Sergeant's Oath | |
| This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics that are restricted to mid-rank guild members and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild Captain's Oath can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment. |
| @Immunity to Mind Affecting Spells | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 7 | Cost: 40 OSP |
| A character with this skill is immune to all mind affecting spells, powers and abilities. This includes beneficial effects such as courage. This skill confers no immunity to psionic spells, abilities or effects. | |
| @Rally | |
| Pre-requisites: None | |
| A character with this skill can remove and fear effect from other characters. To use this skill you must be visible and able to shout. You must clearly shout a short vocal that includes the word rally and remain standing in one spot. Any character under the effect of a fear spell can run to you rather than flee, if fleeing in your general direction. Once they reach you, they must stop and remain within five feet of you for five seconds. During this time they may act as normal; if they move away from you within the five seconds the fear resumes. After this five seconds, the fear effect on them is dispelled. A character with this skill is immune to any fear or terror effect that will make them flee whilst they are using this skill. The character gains no immunity while not actively using this skill. |
| @Retribution | |
| Pre-requisites: None | |
| A character with this skill is under the effect of a permanent retribution Every time the user of this effect takes a wound (not armour damage) from a melee weapon, the wielder of the weapon receives a similar wound, no matter what their protections. The user of the effect is not protected in any way and must take a wound in order to use this effect. The wound suffered by the wielder of the weapon will affect the same location that hit on the person using retribution. Only one hit is inflicted and no damage effects or damage types are reflected. For example, if a character using retribution is hit by a weapon inflicting crush, the character will take a crush hit but their attacker will take one hit of damage. The only creatures that will not be affected by retribution are those immune to everything but artefact damage. A character using this skill must call 'retribution' whenever they are hit. Retribution will only affect damage to the individual, not to any armour or magical protections they are using. |