| @Newsmonger | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 5 | Cost: 50 OSP |
| This skill represents a character being a very good source of information. The character has lots of contacts within Erdreja. This skill grants all of the general knowledge lore sheets. Some times this skill will also grant additional knowledge, rumour or lore sheets dependant upon the time and location. | |
| Preservation | |
| Pre-requisites: Channelling | |
| Guild/Rank:Healers Guild Rank 3 | Cost: 40 OSP |
| This skill allows a character to extend the grace period of a dying individual. The character must tear one channelling card to use this skill, then, for as long as the character maintains physical contact with the recipient, concentrates and chants, the recipient's grace period counts as half speed (for example, for one minute of real time, thirty seconds of the grace period would pass). Several healers can use this skill on a single recipient at the same time but will have no additional effect (e.g. it cannot quarter the grace period). This skill will have no effect on characters under the effects of petrification damage or magical poison and cannot be used to sustain a character who has had every body location reduced to -1. This skill cannot be used on an individual at the same time as a sanctuary, however the preservation may be stopped before the grace period ends to allow a sanctuary to take over. | |
| Quick Armour Repair | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Militia Rank 3 | Cost: 20 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. | |
| @Rally | |
| Pre-requisites: None | |
| Guild/Rank:Militia Rank 7 | Cost: 80 OSP |
| 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. | |
| Ranger's Bond | |
| Pre-requisites: None | |
| Guild/Rank:Archers 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 bonded members of the Archer's to open it. Unlike most occupational skill, Ranger's Bond can be removed from your character. A character who is expelled from the Archer's guild will have this ability removed by their guild master to prevent them from continuing to use guild equipment. | |
| @Repair Artefact | |
| Pre-requisites: None | |
| Guild/Rank:Armourers guild Rank 7 | Cost: 60 OSP |
| This skill allows the character to repair damage artefact weapons, armour shields or items. This skill requires use of the Armourers guild forge. Artefact armour and shields will take ten times longer than normal to repair. Artefacts can only be damaged in extremely rare circumstances. | |
| Repair Enchanted Armour/Shield | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 3 | Cost: 25 OSP |
| This skill allow the character to repair enchanted armour and shields. This repair takes twice the time required to repair normal armour or shields, but can be done even when the armour or shield is being worn. This skill can only be used to repair armour or shields that cannot be affected by normal damage. | |
| @Repair Enchanted Weapon/Item | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 5 | Cost: 50 OSP |
| This skill allows the character to repair enchanted weapons or items. This repair takes a minimum of ten minutes and requires use of the Armourers guild forge. In all but exceptional circumstances, enchanted weapons and items can only be damage by weapons inflicting artefact damage. | |
| @Research Poison or Potion | |
| Pre-requisites: None | |
| Guild/Rank:Alchemists Guild Rank 7 | Cost: 60 OSP |
| A character with this skill can research and experiment with the creation of certain types of potions or poisons (the character must choose which area they wish to specialise in when the skill is brought). The character must receive permission from the head referee before using this skill to create a potion or poison. | |
| Resist Fear | |
| Pre-requisites: None | |
| Guild/Rank:Militia Rank 1 | Cost: 20 OSP |
| 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. | |
| @Retribution | |
| Pre-requisites: None | |
| Guild/Rank:Militia rank 8 | Cost: 100 OSP |
| 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. | |
| Revive | |
| Pre-requisites: Channelling | |
| Guild/Rank:Healers Guild Rank 3 | Cost: 10 OSP |
| This skill allows a character to heal subdual damage. This skill requires ten seconds of concentration per point of damage to be healed, regardless of the location of the damage. The character must tear up one channelling card to use the skill, but card will allow the healer to heal all subdual damage on an individual. If the character using this skill takes physical damage, or is affected by an special power or abilities that prevent them from concentrating, they must tear another channelling card and begin the healing from the point it was interrupted. Any healing completed when the healer is interrupted does not have to be repeated. This skill is a pre-requisite for advanced healing. | |
| @Ritual Circle Control | |
| Pre-requisites: Spellcasting 3 | |
| Guild/Rank:Mages Guild Rank 7 | Cost: 75 OSP |
| This skill allows the character to control any ritual circle. A character with this skill can break or raise the ritual circle seal at will, activate and deactivate circles and can prevent teleportation to or from the controlled circle (although breaking the seal on a circle whilst a ritual is in place will disrupt the ritual and is extremely dangerous). To use this skill, the character must be within ten feet of the circle. | |
| Sense Magical Aura | |
| Pre-requisites: None | |
| Guild/Rank:Mages Guild Rank 2 | Cost: 15 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 30 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. | |
| @Shield Mastery | |
| Pre-requisites: Shield Use | |
| Guild/Rank:Militia Rank 5 | Cost: 60 OSP |
| 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. | |
| @Solo Ritualist | |
| Pre-requisites: Ritual Magic | |
| Guild/Rank:Mages Guild Rank 8 | Cost: 75 OSP |
| A character with this skill can perform rituals without any contributors. When performing a ritual on their own, the character personally generates the fifteen points of ritual power needed. If performing a ritual with contributors, the character generates their normal ritual power plus five extra points. | |
| @Source of life | |
| Pre-requisites: Channelling | |
| Guild/Rank:Healers Guild Rank 8 | Cost: 60 OSP |
| A character with this skill can, after thirty seconds of concentration, cure all injuries or afflictions (normally healable with healing powers) affecting an individual with one channelling card. If the character's concentration is broken at any point during the thirty seconds, the healing will not take affect. | |
| Spell Tempering | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 4 | Cost: 30 OSP |
| A character with this skill may forge an item that has a particular affinity for magic. The forged item will give a bonus to the total score if used in a ritual. Only a spell tempered item may be ritually powered to do enchanted damage. The forging of spell tempered items requires the use of Armourers guild tools and facilities. Spell tempered weapons may only be forged in the guilds area at the Heartland Games, Faction Moots or the Gathering (no spell tempered items may be forged at sanctioned events). A character with this skill may make one spell tempered item each year. | |
| @Strength | |
| Pre-requisites: Mighty Blow | |
| Guild/Rank:Armourers Guild Rank 6 | Cost: 70 OSP |
| This skill allows a character to inflict either a physical strikedown or a crush with a two handed weapon and a fully role-played blow. The character can also resist a physical strikedown or repel but must role-play standing firm against the blow. | |
| Supreme Concentration | |
| Pre-requisites: None | |
| Guild/Rank:Archers Guild Rank 7 | Cost: 30 OSP |
| Whilst preparing a shot the archer becomes immune to all mind effecting spells and abilities. This ability works only while the archer is holding a bow or crossbow. | |
| Surehands | |
| Pre-requisites: None | |
| Guild/Rank:Archers Guild Rank 2 | Cost: 15 OSP |
| Due to large amounts of practice using their bow or crossbow an archer can ignore the effects of a fumble spell cast upon them when they are using their bow or crossbow only. | |
| Surgeon | |
| Pre-requisites: Channelling and Physician | |
| Guild/Rank:Healers Guild Rank 5 | Cost: 30 OSP |
| Guild/Rank:Faction Rank 5 | Cost: 60 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. | |
| @Through | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 6 | Cost: 60 OSP |
| 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. | |
| Through from Behind | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 3 | Cost: 30 OSP |
| 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. | |
| @Through Thrown | |
| Pre-requisites: Thrown weapons | |
| Guild/Rank:Scouts Guild Rank 7 | Cost: 75 OSP |
| A character with this skill can use sharp, thrown weapons to inflict through damage. Blunt weapons cannot be used to inflict through damage. | |
| Tracking | |
| Pre-requisites: None | |
| Guild/Rank:Militia Rank 2 | Cost: 10 OSP |
| Guild/Rank:Militia 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. | |
| @Tranquillity | |
| Pre-requisites: Channelling | |
| Guild/Rank:Healers Guild Rank 7 | Cost: 80 OSP |
| A healer with this skill is immune to normal damage. After gaining this skill, a healer may never by aggressive or cause damage to another being in any way or they will lose this ability. this includes physical damage (weapons) and harmful Spellcasting or Incantation, whether mind affecting or physical. Players misusing this skill may have tranquillity removed from their character card. | |
| Transcend Armour | |
| Pre-requisites: None | |
| Guild/Rank:Mages Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Faction Rank 4 | Cost: 80 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. | |
| Translate Named Script | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 2 | Cost: 15 OSP |
| Guild/Rank:Scouts Guild Rank 4 | Cost: 10 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. | |
| Transmutation | |
| Pre-requisites: None | |
| Guild/Rank:Alchemists Guild Rank 3 | Cost: 30 OSP |
| This skill grants the character the downtime ability to change the properties of some base metals and gives a character extra in character money in the same way as an income skill of Journeyman level. the process of transmutation takes a long period of time and cannot be done at events. Money for this skill must be collected from Games Control. | |
| Trap Lore | |
| Pre-requisites: None | |
| Guild/Rank:Archers Guild Rank 4 | Cost: 20 OSP |
| Guild/Rank:Scouts 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. | |
| Trap Master | |
| Pre-requisites: Trap Lore | |
| Guild/Rank:Archers Guild Rank 6 | Cost: 30 OSP |
| This skill allows the character to capture up to live man sized beasts. Setting the trap takes 10 minutes and a referee must be present to detail the results. The pre-requisite for this skill is trap lore. | |
| Trapper | |
| Pre-requisites: None | |
| Guild/Rank:Archers Guild Rank 1 | Cost: 15/35/45 OSP |
| Guild/Rank:Income | Cost: 20/40/60 OSP |
| These skills allow your character to gain extra income from hunting and trapping throughout the year. They may also provide small in character benefits whilst role-playing. See the Income section for further details. | |
| Use poisons | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 4 | Cost: 40 OSP |
| 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. | |
| War Scout | |
| Pre-requisites: None | |
| Guild/Rank: Archers Guild Rank 1 | Cost: 10 OSP |
| Guild/Rank: Generic (any rank) | Cost: 20 OSP |
| These skills give your character a greater degree of insight into certain aspects of life in Erdreja. Characters with this skills may collect the War Scout information sheet from Games Control at the Heartland Games, the Faction moots and the Gathering. | |
| Wedge Mastery | |
| Pre-requisites: Incantation 1,2 or 3 | |
| Guild/Rank:Incantors Guild Rank 4 | Cost: 30 OSP |
| Guild/Rank:Faction Rank 4 | Cost: 60 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 mastery), 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. | |
| Written Forgery | |
| Pre-requisites: Literacy and Recognise Forgery | |
| Guild/Rank:Bards Guild Rank 6 | Cost: 60 OSP |
| A character with this skill is able to create forged documents. The character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may forge three documents at the Heartland Games, two at each Moot and three at the Gathering. No forged documents can be created at sanctioned events. | |
| Zero Point Ritualist | |
| Pre-requisites: Channelling, Incantation 1,2 or 3or Spellcasting 1,2 or 3 | |
| Guild/Rank:Healers Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Incantors Guild Rank 3 | Cost: 30 OSP |
| Guild/Rank:Mages Guild Rank 3 | Cost: 20 OSP |
| This skill allows a character to function as a ritualist with a ritual power rating of zero. The character may use transport and ritual circles and, with sufficient contributors, perform a ritual. A character with this skill, but not the basic skill ritual magic, cannot buy any other ritual based occupation skills or abilities. A character with this skill, but not the basic skills Incantation or Spellcasting (at any level), cannot buy the basic skill ritual magic. | |