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  9. Basic Training

Basic Training

Ambidexterity

Wield a one-handed weapon or pistol in either hand at the same time.

Buckler

Small shields of up to 18 inches (45cm) in size. 

Light Armour

Wear Light Armour, which consists of padded cloth and soft leather which grants +2 armour. Arrows, pistol and rifle shots go through this armour.

Listen

All characters can Listen carefully and hear the movements of nearby people and monsters. To Listen, an already hidden and unobserved player may take 3 steps out of cover while showing a closed fist and look around without moving further away from their initial position. If you can see any enemies, you are not observed. 

Monsters will not notice the Listening player as they still count as hidden and in cover. Listening does not make a person invisible, but it represents a person staying hidden while the mechanic makes them visible OOC. If a monster moves into a position where they could see the Listening player in their hidden position, Listening offers no protection unless the Stealth skill was being used before Listen. 

You cannot Listen and move unobserved into a position, then attack, as in the game your body would not have moved. If a fight breaks out where your body should be, you must return immediately. 

Example: You are behind a tree near a group of Cultists, who haven’t spotted you. You raise your first and take 3 steps toward the Cultists to listen to what they are talking about. You see them start to move toward where you are hidden, which means they will likely spot you. You return back to your hiding place and lower your fist so that you can respond IC accordingly.

Lucky Escape

This is a call intended for use as an accessibility feature and must not be used to gain a mechanical benefit. It is to allow everyone to participate in high combat encounters which would otherwise be fatal because of OOC considerations. 

This skill cannot be used to escape from hopeless situations like being trapped in a room with no way out. It cannot be used to prevent damage that would definitely affect someone who could sprint quickly, like being hit by suppressing fire at point blank range. There is no limit to the number of times you can use this skill. 

If you find yourself in a situation that your character could escape from, but you can’t due to mobility issues, processing speed or any other physical or cognitive issue, you may put your finger in the air and move out of danger without taking damage. You may either return immediately to Base Camp, or you may rejoin the encounter from a point clearly outside of danger after two minutes.

If you are a non-combatant, please declare “non-com” to minimise the possibility of being struck. You may use Lucky Escape or follow the non-combatant rules depending on the scenario taking place. 

If you choose to engage in high combat encounters, you accept that there is a high chance you will be hit due to the fast-paced nature of encounters and declaring non-com is not a guarantee of safety. If this is not safe or fun for you, we strongly advise that you do not engage in high combat encounters.

We recognise that low com rules often force people to play on hard mode. This rule is specifically designed to make combat accessible and less unfairly deadly for those with accessibility considerations. We don’t expect it to be used by people who are already playing on standard mode. We also recognise that not all disabilities are visible, and will not ask for justification. If you think this skill is appropriate for you, we believe you.

Example: You have fended off an encounter and have started to make your way towards base camp. There is a steep incline on the route back that is manageable at a normal walking pace. However an encounter spawns behind you, others stay and fight and others run but running up the hill is not a safe pace for you. You put a finger in the air, continue the walk up hill at your own pace. IC you are keeping pace with the others and not being left behind to head out of combat and back to base camp.

RRR

Reading, wRiting and aRithmetic. In other words; read, write and calculate mathematics.

Small Weapons

Wield small weapons up to 18”/45cm in length.

Thrown Weapons

The ability to throw coreless weapons of up to 18”/45cm in length.

Juryrig

The ability to roughly repair armour you can wear to 1AP. Your own armour must be removed if you are repairing it yourself. To be fully mended, armour must be fixed by a Foundry crafter.