Skill – Medicae

When the bullets start flying someone has to be there to patch up the holes. It’s not a glamorous job, but somebody’s gotta do it!

The Medicae skill gives the ability to heal wounds and endurance, to craft different tiers of medtech items, and to perform medical Analysis. You will be granted a number of Medical Work Points (MWP) per event in order to craft items.

In order to undertake the Analysis ability of this skill, you must first craft a Multispectrum Systems Analyser (also called a “Medispec”). This takes the form of a small portable computer that assists with a variety of medical tasks, and must be physrepped by the player. This is a lammie item. Without a lammie attached to an appropriate physrep, you cannot use the Analyse ability of the Medicae skill. Vrede may use their Omnispec in place of a Medispec.

All actions (analysing, crafting) taken using this skill require appropriate roleplay and physreps. Please note that although physreps of tools are not required to be LARP-safe, you must refrain from using any sharp or pointed objects for safety reasons.

Using this skill to make the Heal Wound call requires both the target and healer to remain stationary for the duration; if either of them moves from their position, the count is reset for the Wound that is currently being restored. During the use of the Stabilise and Restore Endurance calls, the target and healer may move slowly.

It is possible, through craftable items or other means, to reduce the time it takes to use this skill. However, the minimum time it can ever take to activate the Stabilise and Restore Endurance call is 10 seconds, and to activate the Heal Wound call is 20 seconds.

You can use Medicae to Restore Endurance to yourself, but you cannot Stabilise yourself, or heal your own wounds.

Tier 1

  • May spend 10 seconds treating a target to call “Stabilise”.
  • May spend 30 seconds treating a target to call “Restore Endurance 1”.
  • May spend 60 seconds treating a target to call “Heal Wound”.
  • Has 10 MWP per event.
  • May Craft standard tier med-tech items.
  • May Analyse standard tier medical problems (requires a Medispec).
  • May assist Medic classes in teams of up to 3 when Healing Wounds and Restoring Endurance.

Tier 2

  • May spend 10 seconds treating a target to call “Stabilise”.
  • May spend 30 seconds treating a target to call “Restore Endurance 1”.
  • May spend 60 seconds treating a target to call “Heal Wound”.
  • Has 15 MWP per event.
  • May Craft standard and advanced tier med-tech items.
  • May Analyse standard and advanced tier medical problems (requires a Medispec).
  • May assist Medic classes in teams of up to 3 when Healing Wounds and Restoring Endurance.
  • Medic classes may have 1 additional helper when Healing Wounds and Restoring Endurance – the helper must also have the Medicae skill at any tier.

    Tier 3
  • May spend 10 seconds treating a target to call “Stabilise”.
  • May spend 30 seconds treating a target to call “Restore Endurance 1”.
  • May spend 60 seconds treating a target to call “Heal Wound”.
  • Has 20 MWP per event.
  • May Craft standard, advanced, and expert tier med-tech items.
  • May Analyse standard, advanced, and expert tier medical problems (requires a Medispec).
  • May assist Medic classes in teams of up to 3 when Healing Wounds and Restoring Endurance.
  • Medic classes may have 2 additional helpers when Healing Wounds and Restoring Endurance – the helper must also have the Medicae skill at any tier.

Skill – Marksman

Rule 2 of Green Cloaks basic training: shoot them in the head, preferably from a vast distance away.

Using specialised ammunition, a marksman may eliminate threats from a distance, or use wellplaced shots to rend limbs.

The Rifle skill and a rifle physrep are required in order to use this skill. One marksman round must be expended for each use of a call granted by this ability. A physical round does not need to be fired or hit the target in order for the calls granted by this ability to be used.

All calls used with the Marksman skill have a limited range of 100 metres (300 feet). Aiming must be uninterrupted for use of this skill: if you break line of sight with the target for longer than 5 seconds, then you must start your skill count again. You may only move at a slow walking pace whilst using this skill.

Shields may break line of sight to the target’s head, preventing the use of the Fatal call, however the marksman may still be able to use the same preparation period to make the Rend call instead if they do not lose line of sight to the target as a whole. Lining up a shot for Fatal or Rend will not break Stealth, but making the call itself will.

The time it takes to use this skill is reduced for a character of the Human Sniper class, and can also be reduced by certain crafted items. However, the minimum time it can ever take to activate the Rend or Fatal call is 30 seconds, taking into account all modifiers.

Tier 1

  • May expend a marksman round to call “Marksman Fatal” or “Marksman Rend ” after 60 seconds of uninterrupted aiming.
  • To call Marksman Fatal, you must be able to see the head of the target without breaking line of sight for more than 5 seconds.
  • To call Marksman Rend, you must be able to see any part of the target without breaking line of sight for more than 5 seconds.

Tier 2

  • May expend a marksman round to call “Marksman Fatal” or “Marksman Rend ” after 55 seconds of uninterrupted aiming.
  • To call Marksman Fatal, you must be able to see the head of the target without breaking line of sight for more than 5 seconds.
  • To call Marksman Rend, you must be able to see any part of the target without breaking line of sight for more than 5 seconds.
  • Once per day, may call “Marksman Rend ” without expending a marksman round.

Tier 3

  • May expend a marksman round to call “Marksman Fatal” or “Marksman Rend ” after 50 seconds of uninterrupted aiming.
  • To call Marksman Fatal, you must be able to see the head of the target without breaking line of sight for more than 5 seconds.
  • To call Marksman Rend, you must be able to see any part of the target without breaking line of sight for more than 5 seconds.
  • Twice per day, may call “Marksman Rend ” without expending a marksman round.
Marksman TierTier 1Tier 2Tier 3
Normal Aim Time60 seconds55 seconds50 seconds
Sniper Class Aim Time50 seconds45 seconds40 seconds

Skill – Heavy Weapons

Sometimes there’s nothing quite so effective – or satisfying – as unloading a full drum of bullets into your enemy’s chest.

Heavy Weapon Specialists count as 2 members of a Super Heavy Weapon team for the purposes of this skill.

Tier 1

  • May use a Heavy Weapon.
  • May be part of a team of 3 people to operate a Super Heavy Weapon. All team members must remain within 1 metre (3 feet) of the weapon to operate it. They may not use any other skills whilst supporting the Super Heavy Weapon.

Tier 2

  • May use a Heavy Weapon.
  • May be part of a team of 3 people to operate a Super Heavy Weapon. All team members must remain within 1 metre (3 feet) of the weapon to operate it. They may not use any other skills whilst supporting the Super Heavy Weapon.
  • Once per encounter, may call “Repel” with a Heavy Weapon or Super Heavy Weapon, after a sustained barrage on a single target (5 seconds of fire of at least one round per second).
  • Once per day, may call “Crush” with a Heavy Weapon or Super Heavy Weapon, after a sustained barrage on a single target (5 seconds of fire of at least one round per second).

Tier 3

Skill – Grit

It takes something a bit more than nerve to stand and face the terrifying situations of the battlefield, but somebody has to be the one to stand whilst others flee.

Tier 1

Tier 2

Tier 3

Skill – Fortitude

Fortitude represents either the ability to dodge damage or to shrug it off. It is how much stress and battering a character can take before they are Wounded.

Tier 1

Tier 2

Tier 3

Skill – Focus

There is always room for improvement, and power is no exception. Your connection to the Omega is well-established, and power flows easily through you.

Tier 1

  • You gain 3 additional Focus Points (FP) per day.

Tier 2

  • You gain 6 additional FP per day.
  • Once per day, after casting a Tier 1 Omega ability call, you may immediately Snap cast that call once for no additional cost. For example – “Snap Focus 1 Bolt“.

Tier 3

  • You gain 9 additional FP per day.
  • Twice per day, after casting a Tier 1 or 2 Omega ability call, you may immediately Snap cast that call once for no additional cost. For example – “Snap Focus 2 Stun“.

Skill – Explosives

You’ve been through all the training, you’ve used these things before, so what’s the worst that could happen? But to be on the safe side, you might want to get everybody else a safe distance away before attempting to cut the right wire.

The Explosives skill allows the use of the many types of explosive devices found in the game. More complex and dangerous explosives require a higher tier of experience and training. It also allows the setting and Defusing of explosive traps.

Tier 1

  • Can use and Defuse standard tier explosives.
  • Will be issued 1 frag grenade at each main event. Collect this from the Games Organisation Desk at the start of the event. To use a grenade, you must tear the grenade rip, throw the physrep, and call “Zone Blast 3″.

Tier 2

  • Can use and Defuse standard and advanced tier explosives.
  • Will be issued 2 frag grenades at each main event. Collect these from the Games Organisation Desk at the start of the event.

Tier 3

  • Can use and Defuse standard, advanced, and expert tier explosives.
  • Will be issued 3 frag grenades at each main event. Collect these from the Games Organisation Desk at the start of the event.
  • May set an explosive and then remotely detonate it. You must remain within 100 metres (300 feet) of the explosive. If you lose line of sight of the explosive, then it is wasted.

Skill – Engineering

The ability to make and maintain weapons, armour and equipment for the troops. The Engineering skill gives the ability to analyse, craft, repair, and hack different tiers of technology. You will be granted a number of Engineering Work Points (EWP) per event in order to craft items. In order to undertake the Hacking or Analysis abilities of this skill, you must first craft a Multispectrum Systems Analyser (also called a “Multispec”). This takes the form of a small portable computer that assists with a variety of engineering tasks, and must be physrepped by the player. This is a lammie item. Without a lammie attached to an appropriate physrep, you cannot use the Hack or Analyse abilities of the Engineering skill. Vrede may use their Omnispec in place of a Multispec. All actions (analysing, crafting, repairing, and hacking) taken using this skill require appropriate roleplay and physreps. Please note that although physreps of tools are not required to be LARP-safe, you must refrain from using any sharp or pointed objects for safety reasons.

Tier 1

Tier 2

Tier 3

Skill – Bulging Biceps

Life can be tough, and life on the front lines even more so. Years of heavy lifting, training, physical combat and survival in harsh climates have paid off, giving the ability to use your brute strength to protect, aid, and destroy.

Tier 1

Tier 2

This can’t be used on self-inflicted effects, such as the daily ability of the Fortitude skill. This can be used to resist the Knockdown effect of a Blast call, but not the damage.

Tier 3

  • May advance at a slow walking pace with a shield when under heavy fire.
  • May carry a body on your own at a walking pace.
  • Twice per day, may call “Resist Knockdown” or “Resist Disarm”. This can’t be used on self-

Inflicted effects, such as the daily ability of the Fortitude skill. This can be used to resist the Knockdown effect of a Blast call, but not the damage.

Skill – Backstab


Know exactly when and where to strike: from behind, when the enemy’s not looking.


All backstab abilities require the use of a dagger, and may only be used while you are standing behind the target.


Tier 1

  • May call Through on a target from behind them with a dagger. There is a 30 second rest
    period before this skill can be used again.


Tier 2

  • May call “Through” or Stun on a target from behind them with a dagger. There is a 30 second rest period before this skill can be used again.
  • Once per day, you may call Fatal with a dagger after 30 seconds of uninterrupted preparation during which you must be behind the target and within weapon reach.


Tier 3

  • May call “Through”, “Stun”, or “Rend” on a target from behind them with a dagger. There is a 30 second rest period before this skill can be used again.
  • Twice per day, you may call “Fatal” with a dagger after 30 seconds of uninterrupted preparation during which you must be behind the target and within weapon reach.