New Occupational Skills

Over the last couple of years several new skills have become available via certain loresheets.

Access to these skills remains restricted to those with lammies or loresheets that permit their purchase, but we are publishing the rules for them here so that everyone is aware of them.

+1 Bonus PR

This increases the power rating carrying capacity before problems by 1 (so items will stop working at 14)

+1 Magical Armour

This Grants the wearer 1 point of magical armour this does stack with ‘Mage Armour’ and ‘Paladins Armour’ but not with any other powers.

This armour may only be repaired by tearing 1 power card to restore a location to full hits.

+1 Natural Armour

Gains 1 point of natural armour value. You may never have more than 4 points of natural armour by any means.

+2 Bonus PR

This replaces +1 bonus PR. This increases the power rating carrying capacity before problems by 2 (so items will stop working at 15)

+2 Magical Armour

This replaces the skill Magical Armour +1 and grants the wearer 2 points of magical armour; this does stack with ‘Mage Armour’ and ‘Paladins Armour’ but not with any other powers.

This armour may only be repaired by tearing 1 power card to restore a location to full hits.

+2 Natural Armour

This skill replaces +1 Natural Armour, Gains 2 points of natural armour value. You may never have more than 4 points of natural armour by any means.

Advanced Armour Repair

Requirements to use: Any Armour use CS.
This skill replaces and includes Quick Armour Repair and allows the character to restore the AV of a single location to full in one minute. May not be used on Magical (e.g. Paladin/Mage Armour) or Natural armour

Brutish Strike

Once per 10 minutes may strike for Strikedown with a large melee weapon. This skill will be replaced by the Mighty Blow OS and if you have Brutish Strike, purchasing Mighty Blow costs 20 OSP less than the listed price. This skill may not be purchased by anyone with the skill Goblin Resilience and prevents the purchase of Goblin Resistance.

Focused Strike

Once per 10 minutes may strike for Crush with a large melee weapon, This skill will be replaced by the Crushing Blow OSP and if you have Focused Strike, purchasing Crushing Blow costs 25 OSP less than the listed price. This skill may not be purchased by anyone with the skill Goblin Resilience and prevents the purchase of Goblin Resilience.

Goblin Resilience

If Unconscious and no locations are on -1, becomes debilitated after 1 minute. This skill may not be purchased by anyone with the skills Mighty Blow, Crushing Blow, Brutish Strike or Focused Strike and prevents the purchase of Mighty Blow, Crushing Blow, Brutish Strike or Focused Strike.

Hard Worker

This skill allows a person to collect their income skill money from games control at every main event they attend rather than just once per year.

Herb Lore Improved

This skill replaces and includes the Herb Lore OS. Gains up to 5 additional Herb Cards per event.

Immune to Ingested poisons

The character is immune to any ingested alchemical poison which does not specifically target their racial group.

Improved RoP

This skill only functions if the user does not have any Tier 5 OS and is in an area covered by the ritual of peace. This skill prevents the user from being taken below 0 hits by any of Artefact, Magebolt, Harm, Fatal; instead they are left at 0 Hits. This does not stop the pattern corrupting effect of Fatal.

Jack Of All Trades

This skill may only be learned once at a time. This skill counts as a training voucher (of any tier) for a single OS purchased from the list specific to the guild that the character is Oathsworn to.

This does not include any other skills or lists that may be associated with that guild. To use this skill they must be accompanied to game control by someone with command of the guild they wish to train from (in order to confirm that all roleplay requirements for training have been met). Using this skill will remove it from the character’s card and free it up to be purchased again next year.

For example a character with Mages Oathsworn would be able to purchase the following T5 skills: Ritualist (Master), Diagnose Powers and Cast Additional Magecraft.

They would not be able to purchase High Magic (Spellcasting) or +16 Spell Cards, as they are not in the Mages Guild list itself.

Magical Armour Repair

This skill allows Magical Armour to regenerate at the rate of 1 hit every 10 minutes, Artefact damage or being reduced to -1 on all locations will stop this regeneration until the location has been fully repaired.

Master Armour Repair

Requirements to use: Any Armour use CS.
This skill replaces and includes Advanced Armour Repair and allows the character to restore the AV of all locations on one target to full in two minutes. May not be used on Magical (e.g. Paladin/Mage Armour) or Natural armour.

Master Brewer

Once per event when making any Level 1, Level 2, potion or poison may make a second copy of the liquid, the second liquid will cost the same amount and require the same ingredients as the first.

Retractable Claws

May choose to extend (wear) or retract (not wear) weapon safe claws. Each claw may be extended or retracted independently if desired. Is debilitated for 30 seconds when extending or retracting their claws.

Requires valid claw competency. May naturally strike and cause damage with either claw while it is extended.

Ritual Crafter

Requirements to use: Ritual Magic CS
This skill adds +2 power to any item creation ritual and improves the ability to manufacture items in a ritual circle.

Mystic Claws

Claws count as small melee weapons for the purpose of delivering the following effects or poisons:

  • Harm,
  • Through,
  • Weapon of Cold,
  • Weapon of Flame,
  • Paralysis,
  • Cause Disease,
  • Cause Fatal Wound,
  • Ancestral Weapon,
  • Ancestral Strike,
  • any Weapon Oil or Alchemical Lethal Venom.

They may not be used with any Magical Lethal Venom.

Natural Claws

Must wear weapon safe claws.

Requires valid claw competency. May naturally strike and cause damage with either claw.

Oathbreaker

If an awakened human loses an oathsworn skill from their character card for any reason they will immediately gain this skill to replace it. This skill prevents the use of Jack of All Trades and prevents any further oathsworn skills from being learned. This skill cannot be removed once gained.

Regeneration (10m)[x]

Gains Regenerates (10 mins). Does not regenerate Artefact, takes the specified damage type as Artefact.

Retractable Claws

May choose to extend (wear) or retract (not wear) weapon safe claws. Each claw may be extended or retracted independently if desired. Is debilitated for 30 seconds when extending or retracting their claws.

Requires valid claw competency. May naturally strike and cause damage with either claw while it is extended.

Ritual Crafter

Requirements to use: Ritual Magic CS
This skill adds +2 power to any item creation ritual and improves the ability to manufacture items in a ritual circle.

Self Repairing Armour

Requirements to use: Any Armour use CS.
If out of combat for 10 minutes the AV of any worn armour is restored to full.

Spell Tempering (Master)

This skill allows the character to make a Master spell tempered item at each LT Main Event with tools that can be obtained and used in the relevant Guild area. The character must gain permission from the Guild to use their facilities.