Scouts Guild Skills

Skill Rank
Cost in
OSP's
Guild Oath Sworn Rank 1 10 OSP
Climb Walls Rank 2 10 OSP
Locate Rank 2 15 OSP
Tracking Rank 2 10 OSP
@Conceal Item Rank 3 25 OSP
Escape Bonds Rank 3 15 OSP
Through from Behind Rank 3 30 OSP
Light Armour Mastery Rank 4 40 OSP
Translate Named Script Rank 4 10 OSP
Trap Lore Rank 4 20 OSP
Use Poisons Rank 4 40 OSP
Catlike Balance Rank 5 40 OSP
Immunity to Fumble Rank 5 20 OSP
@Through Rank 6 60 OSP
@Forgery Rank 7 70 OSP
@Free Action Rank 7 60 OSP
@Through Thrown Rank 7 75 OSP
@Far travelled Rank 8 80 OSP
@Fence Rank 8 60 OSP

Guild Oath Sworn
Pre-requisites: None
Guild/Rank:Militia 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.

Climb Walls
Pre-requisites: None
Guild/Rank:Generic (any Rank) Cost: 50 OSP
This skill allows your character to climb any wall or non-magical barrier after twenty second 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.

Locate
Pre-requisites: None
Guild/Rank:Militia 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:Militia 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.

@Conceal Item
Pre-requisites: None
With this skill, a character can conceal an item in a pouch of a specified size (these pouches are Lorien Trust property and will be issued by the Scouts guild at each event to characters with this skill). This item will not be found by anyone performing a standard search, but must be revealed to anyone searching the appropriate location using the skill locate. A character may only carry one concealed pouch at any time. Any other items hidden on the same location, but not in the pouch, are subject to the rules covering standard searches.

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

Through from Behind
Pre-requisites: None
A character with this skill may use a small or one handed sharp weapon to inflict through damage provided that the target is either unaware of the attack or unable to move (for example frozen or paralysed). If the target is able to respond to the attack, only the first blow will inflict through damage but if the target is immobilised, any subsequent blows will also inflict through damage.

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: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 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.

Translate Named Script
Pre-requisites: None
Guild/Rank:Bards Guild Rank 2 Cost: 15 OSP
This skill allows a character to translate one named script (such as elvish) to common tongue. Lore sheets for each script can be collected from Games Control once this skill is on your character card.

Trap Lore
Pre-requisites: None
Guild/Rank:Archers Guild Rank 4 Cost: 20 OSP
A character with this skill can use, set and disarm traps. Setting and disarming traps requires the presence of a referee or marshal.

Use poisons
Pre-requisites: None
This skill is similar to sections of the basic skill poison lore. The character can administer poisons safely (i.e. at no risk to himself). The character gains no other abilities from this occupational skill.

Catlike Balance
Pre-requisites: None
A character with this skill us immune to the strikedown damage effect. The character still takes damage from a blow delivering strikedown, but can remain on his feet. This skill confers no immunity to the strikedown spell.

Immunity to Fumble
Pre-requisites: None
Guild/Rank:Bards Guild Rank 4 Cost: 20 OSP
Guild/Rank:Militia Rank 2 Cost: 30 OSP
Guild/Rank:Scouts Guild Rank 5 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.

@Through
Pre-requisites: None
A character with this skill may use a small or one handed sharp weapon to inflict through damage. Blunt weapons may not be used with this skill.

@Forgery
Pre-requisites: None
A character with this skill is able to create forged items. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may create three forged items at the Heartland Games, two at each Moot and three at the Gathering. No forged items can be created at sanctioned events. Items forged using this skill remain valid for up to one year.

@Free Action
Pre-requisites: None
Guild/Rank:Faction Rank 7 Cost: 80 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.

@Through Thrown
Pre-requisites: Thrown weapons
A character with this skill can use sharp, thrown weapons to inflict through damage. Blunt weapons cannot be used to inflict through damage.

@Far Travelled
Pre-requisites: None
Guild/Rank:Bards guild Rank 8 Cost: 80 OSP
A character with this skill has travelled to such an extent that they have contacts and friends all over the world. The character may request detailed information on any subject from the head of plot or members of the plot team at the Heartland Games, Faction Moots and Gathering. The information requested must relate to a subject the character has discussed whilst in character. This skill can only be used at sanctioned events with the prior permission of the organisers.

@Fence
Pre-requisites: None
A character with this skill is able to fence items for seventy five percent of their actual value. Items that are being fenced can be exchanged for in character money at the Bank or Games Control.