1. Home
  2. /
  3. Docs
  4. /
  5. Game Rules
  6. /
  7. Skill Index
  8. /
  9. Combat & Field

Combat & Field

Bait

When the type of creature has been determined, lay bait to eventually lure that type of creature if it is in the area. 

Start every event with an [x] Lure. Learn the crafting recipe for [x] Lure and the ability to make your own.

Cleave

Call “Cleave” three times a day with a Large Weapon. 

Armour that is struck is destroyed and must be mended, no damage is dealt to the wearer. If not wearing armour, or armour is already broken, take 2 damage.

Duelling

Allows for the ability to conduct a formal duel with Pistols or Blades. See the Duelling section for further information.

Final Blow

When a target is on their Bleed Out, deliver a slow, dramatic blow to end their Bleed Out prematurely, whilst making the call “Final Blow”.

Pinning Shot

Call “Impale” three times a day when shooting a target with a Projectile Weapon.

Targets take damage as normal and are impaled to the spot they stand and should roleplay removing the arrow/bolt.

Slow Bleeder

Permanently add 10 seconds to your Bleed Out.

Snipe

With a rifle, after 1 minute of careful aiming, call ‘Snipe’ to snipe a target to 0 HP.

If distracted, you must start over. However, calling for referee assistance (which may be required to deliver the call) does not count as a distraction as it is an OC action. 

When targeting with a firearm, point and call out your target before shooting to alert them of the shot. “You, wearing the tricorn, Snipe!” Bang.

Stealth

Three times a day, you may raise a finger in the air to become “hidden.”

Either; 

  • Move slowly for 30 seconds undetected by mundane means in an area with sufficient cover, such as bushes or trees, or
  • Hide in cover, such as against a tree or other permanent obstacle, until detected or you move.

You can also use Stealth after breaking eye line with targets as if they have lost the trail.

Breaking cover or trying to use Stealth in the open will immediately make you visible.

Stealth II

Three times a day, you may raise a finger in the air to become “hidden.”

Either; 

  • Move slowly for 1 minute undetected mundane means in an area with sufficient cover, such as bushes or trees, or
  • Hide in cover, such as against a tree or other permanent obstacle, until detected or you move. Additionally, you are immune to mundane forms of detection while hidden.

You can also use Stealth after breaking eye line with targets as if they have lost the trail.

Breaking cover or trying to use Stealth in the open will immediately make you visible.

Strike Down

Three times a day, with a melee weapon, call “Strike Down” to knock a foe to the floor or to their knees. No damage is sustained by the target.

Sturdy

Three times a day, resist the “Strike Down” call

Tracking

After studying an area for 1 minute, identify the type of creature that moved through the area.

Tracking II

After studying an area and determining the type of creature, you can identify the rank of the creature and follow the tracks for 5 minutes before losing the trail. 

Traps 

You begin every event with two Lesser Traps that you can set to trap a creature. 

You can detect traps.

Traps II

You begin every event with two Greater Traps that you can set to trap a creature.

You can detect and disarm traps.

Vigour

+1 HP and +1 to Weight