<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.curiouspastimes.co.uk/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kate.bradford</id>
	<title>Curious Pastimes Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.curiouspastimes.co.uk/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kate.bradford"/>
	<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php/Special:Contributions/Kate.bradford"/>
	<updated>2026-04-05T19:56:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.7</generator>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Surgery&amp;diff=3490</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Surgery&amp;diff=3490"/>
		<updated>2024-09-14T08:20:41Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Butchery and Bloodletting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though grisly to outsiders, and oft regarded with a mix of fear and distaste, surgery is the indispensable study of healing and transforming living bodies – or in maiming or weakening them. Skilled surgeons can graft or implant body parts, alter the functions of people’s bodies, cure or inflict diseases, or produce intricate tattoos. Surgery can also play a part in conjunctional magics, preparing bodies for animation as &#039;&#039;&#039;simulacrums&#039;&#039;&#039; or resurrection as &#039;&#039;&#039;undead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Surgery Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Surgeon]] allows the character to diagnose illness or injury and treat some wounds in the field; with a [[Surgery#Surgeon&#039;s Beds|surgeon’s bed]], they can heal more serious injuries or produce simple tattoos. &lt;br /&gt;
&lt;br /&gt;
Surgeon is the prerequisite for the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Anatomist]]:&#039;&#039;&#039; An anatomist can perform the most basic grafts and transplants, strictly between mortal bodies.&lt;br /&gt;
*&#039;&#039;&#039;[[Physician]]:&#039;&#039;&#039; A physician can cure the most common diseases, by draining fluids, cleaning the body and rebalancing the &#039;&#039;&#039;humours&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Tattooist]]&#039;&#039;&#039; A tattooist can perform more complex tattoos, including the larger tattoos required for investment as [[Invocation#Talismans|talismans]].&lt;br /&gt;
&lt;br /&gt;
Surgeons can also learn the special skills [[Improved Surgery]] and [[Improved Sanctuary]], which enhance their medical prowess in the field.&lt;br /&gt;
&lt;br /&gt;
====Surgical Diagnosis====&lt;br /&gt;
&lt;br /&gt;
Any surgeon can, after a few seconds’ examination, diagnose a living creature’s ailments, including any injuries and diseases, per the spell &#039;&#039;[[Diagnosis]]&#039;&#039;. This consumes one [[Alchemy#Passive Ingredients|&#039;&#039;&#039;fluid&#039;&#039;&#039;]] to clean the patient’s skin to aid examination.&lt;br /&gt;
&lt;br /&gt;
With about two minutes’ investigation on their [[#Surgeon’s Bed|surgeon&#039;s bed]], they can determine a dead creature’s ailments at the time of death, including what likely killed them, although if there are several possible causes (e.g. the victim was mortally wounded, poisoned and under the effects of a lethal spell at the time they died) it may be hard to determined which specifically led to their death.&lt;br /&gt;
&lt;br /&gt;
They can also identify any surgical alteration or tattoo they know how to perform, including any materials and [[Creation#Work Units|work units]] required and specific mechanical effects. When examining an alteration they don’t know how to perform, they can identify approximately what was done, but not the effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Dafydd ap Gwedon is examining a creature who staggered into camp, firing off spells uncontrollably before dying. Opening the creature up, he can see their liver had at some point been surgically altered, enlarging one of the lobes and shrinking the other two. He infers it’s connected to how the creature behaved before dying, but would need further research to be sure.&lt;br /&gt;
&lt;br /&gt;
==Surgeon&#039;s Beds==&lt;br /&gt;
&lt;br /&gt;
Any use of surgery skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including procedures or research, requires the use of a suitably equipped surgeon’s bed. As with all equipment, a standard [[Equipment and Resources#Equipment Quality|quality]] bed has no in-character cost; all that’s needed is a physical representation. Higher-quality beds must be bought or made in play and provided with [[Equipment and Resources#Item Tracking|item cards]]. [[Research]] specifically requires a superior or higher quality bed.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a surgeon’s bed is treated as a single item in game; a higher quality bed receives a single [[Equipment and Resources#Item Tracking|item card]] to track its existence, which must be attached to the bed itself.&lt;br /&gt;
&lt;br /&gt;
====Representing a Bed====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a surgeon’s bed must consist of a surface large enough to accommodate a patient (a table or bed, a stretcher, or even a roll-up mat or blanket) and at least three appropriate tools or fixtures, including scalpels, saws, awls, hooks, tweezers, retractors and forceps and cauteries, and lamps to see by or straps to hold the patient still.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. sharp scalpels, saws or needles must only ever be used in camp, at the creator’s workspace, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Bed====&lt;br /&gt;
&lt;br /&gt;
Transporting a bed (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the bed can physically move it, they can move it in character. This requires transporting the bed itself and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Bed Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, beds vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Workshops|crafter&#039;s workshop]], a higher-quality bed can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting the owner bonuses. Other characters can still &#039;&#039;use&#039;&#039; the bed (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Surgeon’s Bed====&lt;br /&gt;
&lt;br /&gt;
Beds are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, a surgeon’s tools don’t receive separate [[Equipment and Resources#Item Tracking|item cards]] from their bed; in game terms, the tools are part of the bed. That said, some of a surgeon’s actions can be performed away from their bed, e.g. healing injuries with a [[Surgery Procedures#Surgeon’s Bandages|surgeon’s bandage]]; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
A surgeon may make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a bed.&lt;br /&gt;
&lt;br /&gt;
==Butchery and Bloodletting==&lt;br /&gt;
&lt;br /&gt;
If a character wants to collect a trophy from a slain foe for roleplaying purposes – e.g. to hang up in their tent or add to their kit – they can just go ahead and do it; this has no game effect beyond bragging rights. But in order to yield a carded [[Crafting#Raw Materials|&#039;&#039;&#039;raw material&#039;&#039;&#039;]], the following rules apply.&lt;br /&gt;
&lt;br /&gt;
The body must be butchered immediately, and in sight of a Referee who witnessed the creature’s death, and who will confirm whether the body will yield any useful materials - in the same way that not all trees can be cut down for timber and not all plants yield herbs, not all bodies can be harvested!&lt;br /&gt;
&lt;br /&gt;
How much the character can harvest depends on their skills: &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Unskilled:&#039;&#039;&#039; An unskilled character can collect one &#039;&#039;&#039;body part&#039;&#039;&#039; and drain one unit of &#039;&#039;&#039;blood&#039;&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;[[Ranger]]:&#039;&#039;&#039; A ranger can collect three &#039;&#039;&#039;body parts&#039;&#039;&#039; or one &#039;&#039;&#039;hide&#039;&#039;&#039;, and can drain three units of &#039;&#039;&#039;blood&#039;&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;[[Surgeon]]:&#039;&#039;&#039; A surgeon can collect a total of three &#039;&#039;&#039;body parts&#039;&#039;&#039; and &#039;&#039;&#039;internal organs&#039;&#039;&#039;, and can drain three units of &#039;&#039;&#039;blood&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; These are mutually exclusive; once, for example, an unskilled character has hacked off a limb, the body is too badly mangled for a ranger to cleanly butcher.&lt;br /&gt;
&lt;br /&gt;
Harvesting requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of suitable tools and a reasonable period of roleplay, e.g. cutting off a limb requires only a few seconds with a hatchet, while extracting a kidney demands at least a minute with [[Surgeon#Tools|surgeon’s tools]].&lt;br /&gt;
&lt;br /&gt;
The attending referee will then issue a temporary &#039;&#039;&#039;harvesting card&#039;&#039;&#039;, describing what has been harvested and giving the time and date. Harvested items need to be &#039;&#039;&#039;[[Alchemy#Preservation|preserved]]&#039;&#039;&#039; within &#039;&#039;&#039;one hour&#039;&#039;&#039;, which will exchange the harvesting card for a suitable [[Equipment and Resources#Item Tracking|item card]]; any item not yet preserved by that time is spoiled.&lt;br /&gt;
&lt;br /&gt;
====Harvesting Living Creatures====&lt;br /&gt;
&lt;br /&gt;
Anyone can collect one unit of &#039;&#039;&#039;blood&#039;&#039;&#039; from a living creature, inflicting one &#039;&#039;&#039;[[Combat#Physical Hits|physical hit]]&#039;&#039;&#039; to the location the blood is collected from, which can be healed normally.&lt;br /&gt;
&lt;br /&gt;
Someone with the relevant skills can cut one &#039;&#039;&#039;body part&#039;&#039;&#039; or &#039;&#039;&#039;organ&#039;&#039;&#039; [[Combat#Execution|from a living creature]], reducing the location to zero physical hits in the process. The location can be healed, closing the skin and restoring the hits, but this does not restore the lost part. If a character’s heart is removed, &#039;&#039;&#039;they are instantly killed&#039;&#039;&#039;, with no &#039;&#039;&#039;[[Combat#Incapacitation and Death|death count]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember a player character&#039;&#039;&#039; without their express out of character permission (e.g. because the character wishes to sacrifice a body part to a god).&lt;br /&gt;
&lt;br /&gt;
==Performing Surgical Procedures==&lt;br /&gt;
&lt;br /&gt;
A [[Surgeon]] may perform any of the [[Surgery Procedures|standard procedures]] known to them per their skills, or any unique surgeries they have learned through [[Research|research]] or [[Training|training]].&lt;br /&gt;
&lt;br /&gt;
Every procedure has a cost in [[Creation#Work Units|work units]] and [[Ingredients and Materials|resources]].&lt;br /&gt;
&lt;br /&gt;
====Materials for Surgery====&lt;br /&gt;
&lt;br /&gt;
Surgeons use a mix of different materials, including [[Crafting#Crafting Materials|crafting materials]] (especially cloth for [[Surgery Procedures#Surgeon’s Bandages|bandages]] and charcoal for cauterising) and [[Alchemy#Alchemy Ingredients|alchemy ingredients]] (especially blood and humours, and fluid for diagnosis).&lt;br /&gt;
&lt;br /&gt;
They can also make use of body parts, to graft them from one creature to another, and are unique in being able to extract internal organs, which they can transplant. Most procedures consume some bandages, at least at the end! &lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To perform surgery on any particular day, the player must engage in at least 30 minutes’ suitable roleplay at their [[#Surgeon’s Bed|surgeon&#039;s bed]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime cutting, cleaning, stitching and cauterising etc. as appropriate. &lt;br /&gt;
&lt;br /&gt;
One patient need not stay on the bed the whole time, unless all the Surgeon’s work units for the day are being spent on them! Time can be assigned to each patient proportionate to the work being done on them, e.g. if a Surgeon is performing the same procedure three times, each patient should lie in the bed for around 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Crafting#Roleplaying and Logging Work|crafters]] and [[Alchemy#Roleplaying and Logging Work|alchemists]], Surgeons cannot perform any procedure over more than one day to spread the cost, since the patient must be sewn up and allowed to go about their day. To complete larger projects, they must split them into multiple smaller procedures, work with a surgery team, or both.&lt;br /&gt;
&lt;br /&gt;
Having completed the roleplay, the surgeon must then log their work with a referee, who will confirm that the character knows how to perform the procedure (checking the procedure card, if relevant), confirm any benefit they get from using a configured [[Surgery#Surgeon&#039;s Beds|surgeon’s bed]], collect the resources consumed, note how many work units the surgeon has used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If a patient is mortally wounded through any procedure (i.e. because it requires opening up their head or chest), and the procedure isn’t explicitly to provide healing, the patient will need to be kept alive via the spell &#039;&#039;[[Sanctuary]]&#039;&#039; or the equivalent [[#Field Surgery|surgical]] ability, which the surgeon themselves cannot do; they will need an [[#Surgery Team|assistant]] to keep the patient alive.&lt;br /&gt;
&lt;br /&gt;
====Completing the Procedure====&lt;br /&gt;
&lt;br /&gt;
Much of the time, surgery heals or cures the patient, restoring them to their usual state, but some surgical procedures have enduring mechanical effects, e.g. to grant them a special ability or defence. Like items and rites, this requires some sort of record.&lt;br /&gt;
&lt;br /&gt;
If the procedure gives a charged or one-shot effect, such as a resistance or a chargeable tattoo, the referee will grant them a [[Equipment and Resources#Item Tracking|tearable card]], with the details of the alteration recorded on it, including the name of the patient; if the procedure grants an enduring trait, they will arrange for a [[Character Creation#Character Cards|special character card]].&lt;br /&gt;
&lt;br /&gt;
==Field Surgery==&lt;br /&gt;
&lt;br /&gt;
Surgeons do their best work at a [[Surgery#Surgeon&#039;s Beds|surgeon’s bed]], given time and resources, but there isn’t always time to drag a wounded person to them for help – sometimes the surgeon has to come to them.&lt;br /&gt;
&lt;br /&gt;
Using a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of suitable tools, any surgeon can consume surgeon’s bandages to perform field surgery as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healing:&#039;&#039;&#039; A surgeon can heal one [[Combat#Incapacitation and Death|incapacitated]] location to one [[Combat#Physical Hits|physical hit]] only (regardless of how many hits the patient normally has) in 30 seconds, at a cost of one [[Surgery Procedures#Surgeon’s Bandages|bandage]].&lt;br /&gt;
*&#039;&#039;&#039;Cleaning:&#039;&#039;&#039; A surgeon can cauterise and clean a poisoned or infected wound, per the spell &#039;&#039;[[Cleanse Wound]]&#039;&#039;, in 30 seconds, at a cost of one bandage and one [[Crafting#Passive Ingredients|charcoal]] to heat the cautery.&lt;br /&gt;
*&#039;&#039;&#039;Sanctuary:&#039;&#039;&#039; A surgeon can keep a [[Combat#Incapacitation and Death|mortally wounded]] character alive, per the spell &#039;&#039;[[Sanctuary]]&#039;&#039;, at a cost of one bandage. The surgeon may speak normally, but may not take any other action while maintaining the effect. This effect does not apply to characters who are on their death count for reasons other than mortal wounds (e.g. from drinking [[Beggars Poison]]).&lt;br /&gt;
&lt;br /&gt;
The skills [[Improved Surgery]] and [[Improved Sanctuary]] enhance a surgeon’s ability to perform healing or sanctuary.&lt;br /&gt;
&lt;br /&gt;
==Surgery Team==&lt;br /&gt;
&lt;br /&gt;
A Surgeon can lead a team of skilled Surgeons, including an apprentice and an assistant. Both must at least have the surgeon skill, but do not need to know the procedure for the project. The apprentice and assistant do not need their own [[Surgery#Surgeon&#039;s Beds|surgeon’s bed]].&lt;br /&gt;
&lt;br /&gt;
:*The &#039;&#039;&#039;apprentice&#039;&#039;&#039; directly aids the Surgeon in their work, in the same manner as a crafter’s [[Crafting#Apprentices|apprentice]]. For every &#039;&#039;&#039;two [[Creation#Work Units|work units]]&#039;&#039;&#039; contributed by the apprentice, &#039;&#039;&#039;one work unit&#039;&#039;&#039; is added to the surgeon’s total for completing the procedure. The apprentice cannot contribute more work units (&#039;&#039;after&#039;&#039; halving) than the surgeon.&lt;br /&gt;
:*The &#039;&#039;&#039;assistant&#039;&#039;&#039; provides them both with support, chiefly keeping the patient alive (per the &#039;&#039;[[Sanctuary]]&#039;&#039; spell) while the surgeon and apprentice work (this does not consume bandages, as they are working on a surgeon’s bed and not in the field). For every &#039;&#039;&#039;three work units&#039;&#039;&#039; contributed by the assistant, &#039;&#039;&#039;one work unit&#039;&#039;&#039; is added to the surgeon’s total. The assistant cannot contribute more work units (&#039;&#039;after&#039;&#039; dividing by three) than the apprentice.&lt;br /&gt;
&lt;br /&gt;
A surgeon cannot belong to more than one surgery team on any day, although that team can work on multiple procedures in that day.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Emilia Forêtière is performing an exhaustive procedure on a patient, altering his heart, kidneys and liver, so she has drafted the aid of her apprentice Markus von Schmeck and an assistant, Tenniel Kalivian. Emilia has the skill [[Anatomist]], and Markus and Tenniel both have the skill [[Surgeon]]. They are working on Emilia’s surgeon’s bed.&lt;br /&gt;
:Emilia spends 25 work units on the procedure. Markus spends 14 work units, which adds 7 work units to Emilia’s total, and Tenniel spends 15 work units, which adds 5, for a final total of 37 work units.&lt;br /&gt;
&lt;br /&gt;
==Disability and Surgery==&lt;br /&gt;
&lt;br /&gt;
Surgery in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign is able to make lasting changes to living creatures’ bodies, including inflicting or repairing disabilities such as amputation, with the exception that changes can only replace like with like, e.g. a surgeon can replace one of a creature’s arms with another arm, but cannot add a third arm. This extends to any native part of a creature’s body: if a creature was born with one arm, that arm can be replaced, but they cannot be granted a second arm.&lt;br /&gt;
&lt;br /&gt;
By default, any real-world disability is assumed (at the player’s discretion) to have existed since birth and to be an inherent part of the creature’s pattern, that cannot be corrected or altered by surgery. This takes away the emotional and mental burden of the player having to account in character for why their real-life disability cannot be “healed” with an imaginary procedure.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Crafting&amp;diff=3489</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Crafting&amp;diff=3489"/>
		<updated>2024-09-14T07:35:33Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Blacksmith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crafting is the art of refining, cleaning, and shaping mundane materials – cloth, stone and metal, wood, glass or gemstones – into useful forms. Skilled crafters can make items of greater [[Equipment and Resources#Equipment Quality|quality]] or special properties, or temporarily improve or enhance normal objects. Crafting is also ideal for preparing items or materials to receive magic, via [[Invocation]], [[Ritual Magic]] or other forms of investment.&lt;br /&gt;
&lt;br /&gt;
==Crafting Skills==&lt;br /&gt;
&lt;br /&gt;
There are three main crafting skills, each of which paves the way for two or more specialised archetype skills:&lt;br /&gt;
&lt;br /&gt;
====Artisan====&lt;br /&gt;
&lt;br /&gt;
A character with [[Artisan]] skill can [[#Finished Materials|refine]] bone, cloth, glass, leather, paper, stone or wood from the relevant [[#Raw Materials|raw materials]]. They can also craft any [[Equipment and Resources#Equipment Quality|superior quality]] items other than weapons, armour, jewellery and mechanisms, per the tables at the end of this chapter, or identify any item made with this skill or any of the below skills.&lt;br /&gt;
&lt;br /&gt;
Artisan is a prerequisite for the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Carpenter]]:&#039;&#039;&#039; A carpenter can craft mastercrafted items from wood.&lt;br /&gt;
:*&#039;&#039;&#039;[[Glassblower]]:&#039;&#039;&#039; A glassblower can craft mastercrafted items from glass.&lt;br /&gt;
:*&#039;&#039;&#039;[[Papermaker]]:&#039;&#039;&#039; A papermaker can craft mastercrafted items from paper.&lt;br /&gt;
:*&#039;&#039;&#039;[[Sculptor]]:&#039;&#039;&#039; A sculptor can craft mastercrafted items from stone or clay. Sculptor is the prerequisite for [[Sapper]], which allows them to destroy structures in battle.&lt;br /&gt;
:*&#039;&#039;&#039;[[Tailor]]:&#039;&#039;&#039; A tailor can craft mastercrafted items from cloth, leather and fur.&lt;br /&gt;
&lt;br /&gt;
A character with &#039;&#039;&#039;three&#039;&#039;&#039; of the above specialisms can also learn the skill [[Jury Rig]], which draws on the breadth of their knowledge to improvise structures and simple devices in the field.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
A character with [[Blacksmith]] skill can [[#Finished Materials|refine]] metal, wood or leather from the relevant [[#Raw Materials|raw materials]]. They can craft any [[Equipment and Resources#Equipment Quality|superior quality]] weapons or armour, or most items made from base metal, per the tables at the end of this chapter, or identify any item made with this skill or any of the below skills.&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] is a prerequisite for the following archetype skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Armourer]]:&#039;&#039;&#039; An armourer can craft mastercrafted armour and shields. Armourer is the prerequisite for [[Hardening]], which allows them to craft armour [[Crafting Designs#Hardened Armour|resistant]] to the [[Calls#Damage Calls|damage call]] &#039;&#039;Through&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;[[Weaponsmith]]:&#039;&#039;&#039; A weaponsmith can craft mastercrafted weapons. Weaponsmith is also the prerequisite for [[Metallurgist]], which allows them to craft weapons out of [[Crafting Designs#Silver Weapons|silver alloy]].&lt;br /&gt;
&lt;br /&gt;
====Jeweller====&lt;br /&gt;
&lt;br /&gt;
A character with the [[Jeweller]] skill can [[#Finished Materials|refine]] copper, silver and gold from the relevant [[#Raw Materials|ores]]. They can craft any [[Equipment and Resources#Equipment Quality|superior quality]] jewellery and mechanisms, or identify any item made with this skill or any of the below skills.&lt;br /&gt;
&lt;br /&gt;
[[Jeweller]] is a prerequisite for the following archetype skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Gemcutter]]:&#039;&#039;&#039; A gemcutter can [[Crafting Designs#Gemstones|cut gems]] to make them more magically accessible and increase their value. Gemcutter is  the prerequisite of [[Gem Cleansing]], which allows them to polish gems to focus and enrich their magics.&lt;br /&gt;
:*&#039;&#039;&#039;[[Goldsmith]]:&#039;&#039;&#039; A goldsmith can craft mastercrafted jewellery.&lt;br /&gt;
:*&#039;&#039;&#039;[[Locksmith]]:&#039;&#039;&#039; A locksmith can craft mastercrafted locks. This skill is also the prerequisite for the skill [[Mechanician]], which allows them to craft mechanical traps and other [[Crafting Designs#Mechanisms|mechanisms]].&lt;br /&gt;
&lt;br /&gt;
====Identifying Crafted Items====&lt;br /&gt;
&lt;br /&gt;
Any crafter can, after a few seconds’ handling and examination, identify crafted items as follows:&lt;br /&gt;
&lt;br /&gt;
If the crafter knows how to make the item, they recognise exactly what it is, including its [[Equipment and Resources#Equipment Quality|quality]], the [[#Crafting Materials|materials]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has.&lt;br /&gt;
&lt;br /&gt;
If they &#039;&#039;don’t&#039;&#039; know how to make the item, but it lies within their skill tree (e.g. a character with the [[Artisan]] skill examining an item that requires the [[Carpenter]] skill to make), they can identify its quality, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
Any crafter examining a [[Equipment and Resources#Equipment Quality|signature item]] made with any skill within their skill tree can recognise the crafter’s distinctive style.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Torja the Mighty has the skill [[Weaponsmith]] but not the skill [[Hardening]], and is examining a suit of mastercrafted armour [[Crafting Designs#Hardened Armour|hardened]] to resist the call &#039;&#039;Through&#039;&#039; three times per day. She knows it’s mastercrafted, and that it has been reinforced in some way, but not the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
&lt;br /&gt;
Any use of crafting skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including creation, alteration, repair or research, requires the use of a suitably equipped &#039;&#039;&#039;workshop&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As with all equipment, a standard [[Equipment and Resources#Equipment Quality| quality]] workshop has no in-character cost; all that’s needed is a physical representation. Higher-quality workshops must be bought or made in play and provided with item cards. [[Research]] specifically requires a &#039;&#039;&#039;superior&#039;&#039;&#039; or higher quality workshop.&lt;br /&gt;
&lt;br /&gt;
There are five standard types of workshop, corresponding to the &#039;&#039;&#039;general skills&#039;&#039;&#039; required to use them: an [[Alchemy#Laboratories|alchemist’s laboratory]], an artisan’s workshop, a blacksmith’s forge, a jeweller’s bench or a [[Surgery#Surgeon’s Bed|surgeon’s bed]].&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a workshop is treated as a single item in game; a higher quality workshop receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Workshop====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a workshop must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, as follows: &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Artisan’s Workshop:&#039;&#039;&#039; Tools and fixtures for a workshop vary hugely depending on the materials the Crafter is working on, including chisels, hammers, saws and files, lathes and vices, potter’s wheels, crucibles and blow irons, needles and thread, looms, frames and shuttles.&lt;br /&gt;
:*&#039;&#039;&#039;Blacksmith’s Forge:&#039;&#039;&#039; Tools and fixtures for a forge include hammers, tongs, files and anvils, crucibles and moulds, and furnace and bellows.&lt;br /&gt;
:*&#039;&#039;&#039;Jeweller’s Bench:&#039;&#039;&#039; Tools and fixtures for a Jeweller’s bench include hammers, pliers, vices and dowels, crucibles and moulds and Jeweller’s loupes.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. sharp scalpels, saws or needles must only ever be used in camp, at the creator’s workshop, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with [[Equipment and Resources|all phys reps]], any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Workshop====&lt;br /&gt;
&lt;br /&gt;
Transporting a workshop (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the workshop can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Workshop Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, workshops vary in [[Equipment and Resources#Equipment Quality|quality]]. A higher-quality workshop can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, optimising it for their use. A configured workshop grants the crafter who has configured it (only) bonus [[Creation#Work Units|work units]]. Other characters can &#039;&#039;use&#039;&#039; the workshop (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from the workshop&#039;s quality unless and until they reconfigure it for themselves.&lt;br /&gt;
&lt;br /&gt;
To configure a new workshop, the owner must register it with a Crafting Referee, and then spend a day using it without any benefit (as they work out how to arrange it best, etc.). The benefits come into effect the next day.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Standard:&#039;&#039;&#039; As with all standard equipment, a standard workshop is un-carded and has no in character cost; the player need only provide suitable props to represent it.&lt;br /&gt;
:*&#039;&#039;&#039;Superior:&#039;&#039;&#039; A superior workshop allows [[Research|research]]. Once configured by its owner it grants the owner 3 bonus [[Creation#Work Units|work units]] per day.&lt;br /&gt;
:*&#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; A mastercrafted workshop may be configured by its owner, granting 6 bonus [[Creation#Work Units|work units]] per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With research, a Crafter may learn to configure a workshop to give different benefits for specific tasks.&lt;br /&gt;
&lt;br /&gt;
A [[Equipment and Resources#Damaged and Broken Items|damaged or broken]] workshop becomes unconfigured; once repaired, it will need to be configured again as though new.&lt;br /&gt;
&lt;br /&gt;
A stolen workshop, or one that has been sold or traded in play, can be reconfigured by its new owner to benefit them. In both cases, this requires the owner (or new owner) to register the change with a crafting referee and use the workshop for a day without benefit. The new owner of a stolen or traded workshop cannot start reconfiguring it until the day &#039;&#039;after&#039;&#039; acquiring it.&lt;br /&gt;
&lt;br /&gt;
====Making a Workshop====&lt;br /&gt;
&lt;br /&gt;
Any crafter can make their own higher-quality workshop, at a cost in materials and work units.&lt;br /&gt;
&lt;br /&gt;
{{Workshops Table}}&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, a crafter’s tools don’t receive separate item cards from their workshop; in game terms, the tools are part of the workshop. That said, some of a crafter’s actions can be performed away from their workshop, e.g. a [[Blacksmith]] can repair armour in the field with an [[Crafting Designs#Armour Staples|armour staple]], or an artisan can use the [[Jury Rig]] skill to improvise a device; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
A creator &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a workshop.&lt;br /&gt;
&lt;br /&gt;
==Crafting Materials==&lt;br /&gt;
&lt;br /&gt;
Crafting makes use of a range of materials available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign: stone, wood, metal, leather and other workable substances suitable for shaping as required.&lt;br /&gt;
&lt;br /&gt;
There are three main types of materials in the game: &lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; materials, which can be gathered in the wild in play using the [[Gathering]] skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; materials, which may be created in game through the various crafting skills.&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039;&#039; materials, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All materials can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Raw Materials====&lt;br /&gt;
&lt;br /&gt;
Raw materials can be gathered in play using the [[Gathering]] skill. Crafters can refine these materials in various ways, creating [[#Finished Materials|finished materials]]; some designs for doing so are listed below.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw materials follow. Others exist, but may be harder to source, or require specific in character actions such as [[Surgery#Butchery and Bloodletting|harvesting]] the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
By default, all raw materials [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being gathered, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Materials}}&lt;br /&gt;
&lt;br /&gt;
====Finished Materials====&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;finished materials&#039;&#039;&#039; can be created from various raw materials. The required skills, materials and cost in work units vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished materials [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Finished Materials}}&lt;br /&gt;
&lt;br /&gt;
====Gemstones====&lt;br /&gt;
&lt;br /&gt;
[[Jeweller]]s can refine gems in two ways. When gathered in the wild, gems start out &#039;&#039;&#039;cloudy&#039;&#039;&#039;, with a mixed colour (e.g. a topaz is orange-yellow), and &#039;&#039;&#039;uncut&#039;&#039;&#039;, with no facets. The [[Gemcutter]] skill allows the Jeweller to &#039;&#039;&#039;cut&#039;&#039;&#039; stones, which makes them useful for certain magical tasks; and the [[Gem Cleansing]] skill allows them to &#039;&#039;&#039;cleanse&#039;&#039;&#039; them, which simplifies and aligns the magics within them.&lt;br /&gt;
&lt;br /&gt;
By default, cut or cleansed gems [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being cut or cleansed.&lt;br /&gt;
&lt;br /&gt;
====Passive Materials====&lt;br /&gt;
&lt;br /&gt;
Already largely stripped of magic, passive materials and [[Alchemy#Passive Ingredients|ingredients]] have use to both crafters and [[Alchemy|alchemists]] – blacksmiths burn charcoal to melt metal, tanners use cream to make leather, alchemists use fluid or oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
Costs and materials to produce passive materials are listed below. Many passive materials are also produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes: cutting and polishing gems yields powdered gemstone, burning charcoal produces ash, working metal yields powdered metal etc. Byproducts are listed under the respective designs.&lt;br /&gt;
&lt;br /&gt;
By default, all passive materials [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being produced, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Materials}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Making Crafted Items==&lt;br /&gt;
&lt;br /&gt;
A crafter may make any of the [[Crafting Designs|items known to them per their skills]], or any unique designs they have learned through [[Research|research]] or teaching. If a crafter wishes to produce a common item not listed in these rules, they may usually do so without special research; discuss with a crafting referee.&lt;br /&gt;
&lt;br /&gt;
Every design has a cost in &#039;&#039;&#039;[[Creation#Work Units|work units]]&#039;&#039;&#039; and &#039;&#039;&#039;[[#Crafting Materials|materials]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To craft on any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[#Workshops|workshop]] either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime cutting, sewing, grinding, polishing, melting etc. as appropriate to their craft.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to craft the items (checking design cards, if relevant), confirm any benefit they get from using a configured workshop, collect the resources consumed, and note how many work units the crafter is using.&lt;br /&gt;
&lt;br /&gt;
A crafter may produce an item over more than one day to spread the cost, handing over all required resources when they start working; they don’t need to finish one item before starting the next. In this way, they can have multiple projects in progress at a time.&lt;br /&gt;
&lt;br /&gt;
====Completing the Design====&lt;br /&gt;
&lt;br /&gt;
Once the crafter has accumulated enough [[Creation#Work Units|work units]] to complete the project, the referee will confirm any features or signature style the crafter wishes to add to the item and then issue an [[Equipment and Resources#Item Tracking|item card]] for the item. Every crafted item must be represented by a suitable phys rep, to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default, superior and mastercrafted items [[Equipment and Resources#Expiry|expire]] after &#039;&#039;&#039;three years&#039;&#039;&#039;, degrading (e.g. rusting, blunting, fading, cracking etc.) to uselessness. Crafted items may be &#039;&#039;&#039;maintained&#039;&#039;&#039; before expiring, at a cost in materials and [[Creation#Work Units|work units]], extending their useful life. Expired items may be &#039;&#039;&#039;restored&#039;&#039;&#039; by a crafter with the skill to create the original, at the same cost in materials and work units as making the item.&lt;br /&gt;
&lt;br /&gt;
====Features and Details====&lt;br /&gt;
&lt;br /&gt;
Generally, purely cosmetic details of a crafted item needn’t be noted on the item card; but if the crafter wishes (e.g. if it is important for plot purposes), they may stipulate an item’s appearance, colour or other details, which will be recorded on the item card. Any crafter may add a “maker’s mark” to an item at this time, to show it is their work, although note that such a mark can be imitated by others.&lt;br /&gt;
&lt;br /&gt;
Very skilled crafters can [[Research|research]] how to make &#039;&#039;&#039;signature items&#039;&#039;&#039;, crafted in highly distinctive style that is unique to them, and which can be readily recognised by characters with the [[Evaluate]] skill, even without a maker’s mark. A crafter’s signature style cannot usually be imitated by another crafter.&lt;br /&gt;
&lt;br /&gt;
====Ornate Items====&lt;br /&gt;
&lt;br /&gt;
The standard costs listed under &#039;&#039;[[Crafting Designs]]&#039;&#039; reflect the minimum materials and labour to produce functional but plain items; crafters may wish to spend more on materials and finishing to make their goods &#039;&#039;beautiful&#039;&#039;. These items are referred to as &#039;&#039;&#039;ornate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Ornate isn’t a standard trait, but a range of options: bright dyes for cloth or leather, intricate woven patterns and engraving, gold or silver flourishes, gems and cut glass stones. When making an ornate item, the crafter describes the embellishments they wish to add and discusses costs with the crafting referee.&lt;br /&gt;
&lt;br /&gt;
An ornate item’s extra features are described on the [[Equipment and Resources#Item Tracking|item card]], and the extra costs are listed separately.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Tornak Goldentouch fashions an ornate superior longsword for a wealthy prince. The item card describes it as “a longsword with an engraved blade and a gilt hilt set with 3 gemstones,” and the Evaluate box lists it as “Superior Longsword (10s + 8 WU), Ornate (12s + 5 WU).”&lt;br /&gt;
&lt;br /&gt;
==Repairing Crafted Items==&lt;br /&gt;
&lt;br /&gt;
Any Crafter can repair any [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039; or &#039;&#039;&#039;broken&#039;&#039;&#039;]] item they already know how to make.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Damaged:&#039;&#039;&#039; Repairing a damaged item is trivial; the crafter can restore it in their workshop with about 2 minutes’ roleplayed effort (retying straps, welding cracks or knocking out dents etc.), at no cost in [[Creation#Work Units|work units]] or [[#Crafting Materials|materials]]. If for some reason a damaged item must be repaired &#039;&#039;perfectly&#039;&#039;, leaving no sign of the damage, this generally costs 1 work unit and 1 unit of an appropriate resource.&lt;br /&gt;
:*&#039;&#039;&#039;Broken:&#039;&#039;&#039; Repairing a broken item (e.g. burned, melted or heavily rusted) requires substantially recrafting it, at some fraction of the work units and materials needed to make it, depending on how badly broken it is (minimum 25%, rounded up).&lt;br /&gt;
&lt;br /&gt;
It is not possible to repair a &#039;&#039;&#039;destroyed&#039;&#039;&#039; item.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (e.g. a workshop) may take longer, and additionally require work units from someone skilled in its use, to assemble and identify components; a referee can give guidance on requirements.&lt;br /&gt;
&lt;br /&gt;
====Field Repair====&lt;br /&gt;
&lt;br /&gt;
While the above rules apply to repairing any crafted item in a workshop, a character with the [[Blacksmith]] skill can quickly repair battle-damaged armour in the field, using a phys rep of smithing tools and consuming [[Crafting Designs#Armour Staples|armour staples]]:&lt;br /&gt;
&lt;br /&gt;
:*Repairing the armour on one location takes 15 seconds and consumes 1 armour staple&lt;br /&gt;
:*Repairing a whole suit of armour takes 30 seconds and consumes 3 armour staples.&lt;br /&gt;
&lt;br /&gt;
==Maintaining Crafted Items==&lt;br /&gt;
&lt;br /&gt;
Crafted items may be &#039;&#039;&#039;maintained&#039;&#039;&#039; at regular intervals to extend their useful life, at a cost in [[Creation#Work Units|work units]] and [[#Crafting Materials|materials]]. Items must be maintained before they [[Equipment and Resources#Expiry|expire]] (but see below for restoring expired items).&lt;br /&gt;
&lt;br /&gt;
A crafter must have sufficient skill to produce the original item in order to maintain it (e.g. you must have the [[Weaponsmith]] skill to maintain a mastercrafted sword), although they don’t have to know the specific recipe.&lt;br /&gt;
&lt;br /&gt;
The cost to maintain a crafted item depends on the [[Equipment and Resources#Equipment Quality|quality]] of the original item:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Superior&#039;&#039;&#039; items may be maintained at a cost of 60% of the work units and materials required to create them (rounded up).&lt;br /&gt;
:*&#039;&#039;&#039;Mastercrafted&#039;&#039;&#039; items may be maintained at a cost of 40% of the work units and materials required to create them (rounded up).&lt;br /&gt;
&lt;br /&gt;
The cost of any [[#Ornate Items|ornate features]], if any, must be factored into the above costs.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Keira Ironsdaughter is maintaining a mastercrafted one-handed sword (which cost 6 metal (H), 6 charcoal and 12 work units to make) with a silver inlay design (which adds 1 jewellery metal (H), 1 charcoal and 2 work units to the costs), for a total cost of 6 metal (H), 1 jewellery metal (H), 7 charcoal and 14 work units.&lt;br /&gt;
:Maintaining the weapon will cost 40% of the total costs to produce the sword, rounded up, or 3 metal (H), 1 jewellery metal (H), 4 charcoal and 6 work units.&lt;br /&gt;
&lt;br /&gt;
Maintaining a crafted item resets the item’s expiry date to three years after the date it was last maintained.&lt;br /&gt;
&lt;br /&gt;
====Restoring Crafted Items====&lt;br /&gt;
&lt;br /&gt;
If a crafted item has actually [[Equipment and Resources#Expiry|expired]], it can no longer be maintained, but may be &#039;&#039;&#039;restored&#039;&#039;&#039;. As with maintenance, a crafter must be sufficiently skilled to produce the original item to restore it, although they don’t have to know the specific recipe.&lt;br /&gt;
&lt;br /&gt;
The cost to restore an expired item, in [[Creation#Work Units|work units]] and [[#Crafting Materials|materials]], is equal to 100% of the original cost of creating it in the first place.&lt;br /&gt;
&lt;br /&gt;
Restoring an item will reset its expiry date to three years after the date it was restored.&lt;br /&gt;
&lt;br /&gt;
==Apprentices==&lt;br /&gt;
&lt;br /&gt;
A crafter can work with the aid of an &#039;&#039;&#039;apprentice&#039;&#039;&#039;, a junior crafter aiding them in their efforts. The apprentice must at least know the relevant general skill ([[Artisan]], [[Blacksmith]] or [[Jeweller]]) for the project, but does not need to know the design for the project - or the [[Character Creation#Archetype Skills|archetype skill]], if any, the project is based on. The apprentice does not need their own workshop.&lt;br /&gt;
&lt;br /&gt;
For every 2 work units contributed by the apprentice, 1 work unit is added to the crafter’s total. The apprentice cannot contribute more work units (&#039;&#039;after&#039;&#039; halving) than the crafter.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Tythus Garmaul spends 15 work units on a suit of mastercrafted heavy armour. His apprentice Genevieve Beauchamps spends 16 work units, which adds 8 work units to Tythus’s efforts, for a total of 23 work units for the day.&lt;br /&gt;
&lt;br /&gt;
A crafter cannot benefit from more than one apprentice on any day, although that crafter and apprentice can work on multiple designs in that day.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3445</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3445"/>
		<updated>2024-09-13T22:00:53Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Passive Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.&lt;br /&gt;
:*&#039;&#039;&#039;[[Imbuer]]:&#039;&#039;&#039; Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.&lt;br /&gt;
:*&#039;&#039;&#039;[[Poisoner]]:&#039;&#039;&#039; Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.&lt;br /&gt;
&lt;br /&gt;
An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.&lt;br /&gt;
&lt;br /&gt;
====Identifying Alchemical Items====&lt;br /&gt;
&lt;br /&gt;
Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they &#039;&#039;don’t&#039;&#039; know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Laboratories==&lt;br /&gt;
&lt;br /&gt;
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped &#039;&#039;&#039;alchemist’s laboratory&#039;&#039;&#039;. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Laboratory====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Laboratory Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter&#039;s workshop]], a higher-quality laboratory can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
An artisan &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
Alchemy makes use of a range of ingredients available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.&lt;br /&gt;
&lt;br /&gt;
There are three main types of ingredients in the game:&lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; ingredients, which can be gathered in the wild in play using the [[Foraging]] skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; ingredients, which may be created in game via [[Alchemy]].&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039; ingredients, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alchemical Traits====&lt;br /&gt;
&lt;br /&gt;
Alchemy ingredients have three mystical alchemical traits: one &#039;&#039;&#039;primary&#039;&#039;&#039;, one &#039;&#039;&#039;secondary&#039;&#039;&#039; and one &#039;&#039;&#039;tertiary&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.&lt;br /&gt;
&lt;br /&gt;
====Raw Ingredients====&lt;br /&gt;
&lt;br /&gt;
Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].&lt;br /&gt;
&lt;br /&gt;
By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being harvested, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Ingredients}}&lt;br /&gt;
&lt;br /&gt;
====Preservation====&lt;br /&gt;
&lt;br /&gt;
Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil &#039;&#039;&#039;one hour&#039;&#039;&#039; after they are removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.&lt;br /&gt;
&lt;br /&gt;
Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of &#039;&#039;&#039;1 [[Creation#Work Units|work unit]]&#039;&#039;&#039; per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.&lt;br /&gt;
&lt;br /&gt;
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.&lt;br /&gt;
&lt;br /&gt;
====Finished Ingredients====&lt;br /&gt;
&lt;br /&gt;
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Essences:&#039;&#039;&#039; Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an &#039;&#039;&#039;essence&#039;&#039;&#039;. Essences have a rarity one step higher than the rarity of the raw herb.&lt;br /&gt;
:*&#039;&#039;&#039;Humours:&#039;&#039;&#039; Students of the natural world know that blood is not one fluid but an admixture of three &#039;&#039;&#039;humours&#039;&#039;&#039;, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white &#039;&#039;&#039;chymos&#039;&#039;&#039;; thin, blackish-green &#039;&#039;&#039;cruor&#039;&#039;&#039; and rich purple &#039;&#039;&#039;ichor&#039;&#039;&#039;.&amp;lt;br/&amp;gt;There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Sergey Kostova steeps three units of &#039;&#039;&#039;lycopodium&#039;&#039;&#039; (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of &#039;&#039;&#039;essence of lycopodium&#039;&#039;&#039; (uncommon).&lt;br /&gt;
&lt;br /&gt;
====Passive Ingredients====&lt;br /&gt;
Already largely stripped of magic, passive ingredients have use to both alchemists and crafters – tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Ingredients}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brewing Alchemical Items==&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.&lt;br /&gt;
&lt;br /&gt;
Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.&lt;br /&gt;
&lt;br /&gt;
====Completing the Recipe====&lt;br /&gt;
&lt;br /&gt;
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default all brews [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being brewed. Achemists may be able to research longer-lasting brews.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
&lt;br /&gt;
Three Alchemists can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].&lt;br /&gt;
&lt;br /&gt;
All points are pooled towards completing the recipe.&lt;br /&gt;
&lt;br /&gt;
==Magical Inks==&lt;br /&gt;
&lt;br /&gt;
Magical inks are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.&lt;br /&gt;
&lt;br /&gt;
Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.&lt;br /&gt;
&lt;br /&gt;
The ink recipes listed in &#039;&#039;[[Alchemy Recipes]]&#039;&#039; all produce one &#039;&#039;&#039;pot&#039;&#039;&#039; of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Scroll|Scrolls]]:&#039;&#039;&#039; Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Stone|Sigils]]:&#039;&#039;&#039; Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.&lt;br /&gt;
&lt;br /&gt;
All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.&lt;br /&gt;
&lt;br /&gt;
There are no general purpose &#039;&#039;&#039;exalted&#039;&#039;&#039; inks; at this power, all inks much be researched and brewed for each spell specifically.&lt;br /&gt;
&lt;br /&gt;
====Amalgams====&lt;br /&gt;
&lt;br /&gt;
Amalgams are alchemically-created alloys incorporating precious metals and gemstones. &lt;br /&gt;
&lt;br /&gt;
In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base. &lt;br /&gt;
&lt;br /&gt;
Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.&lt;br /&gt;
&lt;br /&gt;
They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&lt;br /&gt;
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Universal Solvent:&#039;&#039;&#039; Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.&lt;br /&gt;
:*&#039;&#039;&#039;Universal Curative:&#039;&#039;&#039; Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.&lt;br /&gt;
:*&#039;&#039;&#039;The Philosopher’s Stone:&#039;&#039;&#039; Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.&lt;br /&gt;
&lt;br /&gt;
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3439</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3439"/>
		<updated>2024-09-13T21:57:03Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Preservation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.&lt;br /&gt;
:*&#039;&#039;&#039;[[Imbuer]]:&#039;&#039;&#039; Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.&lt;br /&gt;
:*&#039;&#039;&#039;[[Poisoner]]:&#039;&#039;&#039; Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.&lt;br /&gt;
&lt;br /&gt;
An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.&lt;br /&gt;
&lt;br /&gt;
====Identifying Alchemical Items====&lt;br /&gt;
&lt;br /&gt;
Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they &#039;&#039;don’t&#039;&#039; know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Laboratories==&lt;br /&gt;
&lt;br /&gt;
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped &#039;&#039;&#039;alchemist’s laboratory&#039;&#039;&#039;. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Laboratory====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Laboratory Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter&#039;s workshop]], a higher-quality laboratory can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
An artisan &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
Alchemy makes use of a range of ingredients available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.&lt;br /&gt;
&lt;br /&gt;
There are three main types of ingredients in the game:&lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; ingredients, which can be gathered in the wild in play using the [[Foraging]] skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; ingredients, which may be created in game via [[Alchemy]].&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039; ingredients, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alchemical Traits====&lt;br /&gt;
&lt;br /&gt;
Alchemy ingredients have three mystical alchemical traits: one &#039;&#039;&#039;primary&#039;&#039;&#039;, one &#039;&#039;&#039;secondary&#039;&#039;&#039; and one &#039;&#039;&#039;tertiary&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.&lt;br /&gt;
&lt;br /&gt;
====Raw Ingredients====&lt;br /&gt;
&lt;br /&gt;
Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].&lt;br /&gt;
&lt;br /&gt;
By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being harvested, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Ingredients}}&lt;br /&gt;
&lt;br /&gt;
====Preservation====&lt;br /&gt;
&lt;br /&gt;
Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil &#039;&#039;&#039;one hour&#039;&#039;&#039; after they are removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.&lt;br /&gt;
&lt;br /&gt;
Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of &#039;&#039;&#039;1 [[Creation#Work Units|work unit]]&#039;&#039;&#039; per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.&lt;br /&gt;
&lt;br /&gt;
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.&lt;br /&gt;
&lt;br /&gt;
====Finished Ingredients====&lt;br /&gt;
&lt;br /&gt;
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Essences:&#039;&#039;&#039; Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an &#039;&#039;&#039;essence&#039;&#039;&#039;. Essences have a rarity one step higher than the rarity of the raw herb.&lt;br /&gt;
:*&#039;&#039;&#039;Humours:&#039;&#039;&#039; Students of the natural world know that blood is not one fluid but an admixture of three &#039;&#039;&#039;humours&#039;&#039;&#039;, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white &#039;&#039;&#039;chymos&#039;&#039;&#039;; thin, blackish-green &#039;&#039;&#039;cruor&#039;&#039;&#039; and rich purple &#039;&#039;&#039;ichor&#039;&#039;&#039;.&amp;lt;br/&amp;gt;There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Sergey Kostova steeps three units of &#039;&#039;&#039;lycopodium&#039;&#039;&#039; (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of &#039;&#039;&#039;essence of lycopodium&#039;&#039;&#039; (uncommon).&lt;br /&gt;
&lt;br /&gt;
====Passive Ingredients====&lt;br /&gt;
Already largely stripped of magic, passive ingredients have use to both alchemists and [[– tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Ingredients}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brewing Alchemical Items==&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.&lt;br /&gt;
&lt;br /&gt;
Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.&lt;br /&gt;
&lt;br /&gt;
====Completing the Recipe====&lt;br /&gt;
&lt;br /&gt;
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default all brews [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being brewed. Achemists may be able to research longer-lasting brews.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
&lt;br /&gt;
Three Alchemists can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].&lt;br /&gt;
&lt;br /&gt;
All points are pooled towards completing the recipe.&lt;br /&gt;
&lt;br /&gt;
==Magical Inks==&lt;br /&gt;
&lt;br /&gt;
Magical inks are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.&lt;br /&gt;
&lt;br /&gt;
Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.&lt;br /&gt;
&lt;br /&gt;
The ink recipes listed in &#039;&#039;[[Alchemy Recipes]]&#039;&#039; all produce one &#039;&#039;&#039;pot&#039;&#039;&#039; of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Scroll|Scrolls]]:&#039;&#039;&#039; Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Stone|Sigils]]:&#039;&#039;&#039; Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.&lt;br /&gt;
&lt;br /&gt;
All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.&lt;br /&gt;
&lt;br /&gt;
There are no general purpose &#039;&#039;&#039;exalted&#039;&#039;&#039; inks; at this power, all inks much be researched and brewed for each spell specifically.&lt;br /&gt;
&lt;br /&gt;
====Amalgams====&lt;br /&gt;
&lt;br /&gt;
Amalgams are alchemically-created alloys incorporating precious metals and gemstones. &lt;br /&gt;
&lt;br /&gt;
In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base. &lt;br /&gt;
&lt;br /&gt;
Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.&lt;br /&gt;
&lt;br /&gt;
They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&lt;br /&gt;
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Universal Solvent:&#039;&#039;&#039; Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.&lt;br /&gt;
:*&#039;&#039;&#039;Universal Curative:&#039;&#039;&#039; Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.&lt;br /&gt;
:*&#039;&#039;&#039;The Philosopher’s Stone:&#039;&#039;&#039; Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.&lt;br /&gt;
&lt;br /&gt;
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3437</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3437"/>
		<updated>2024-09-13T21:55:46Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Alchemy Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.&lt;br /&gt;
:*&#039;&#039;&#039;[[Imbuer]]:&#039;&#039;&#039; Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.&lt;br /&gt;
:*&#039;&#039;&#039;[[Poisoner]]:&#039;&#039;&#039; Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.&lt;br /&gt;
&lt;br /&gt;
An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.&lt;br /&gt;
&lt;br /&gt;
====Identifying Alchemical Items====&lt;br /&gt;
&lt;br /&gt;
Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they &#039;&#039;don’t&#039;&#039; know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Laboratories==&lt;br /&gt;
&lt;br /&gt;
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped &#039;&#039;&#039;alchemist’s laboratory&#039;&#039;&#039;. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Laboratory====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Laboratory Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter&#039;s workshop]], a higher-quality laboratory can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
An artisan &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
Alchemy makes use of a range of ingredients available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.&lt;br /&gt;
&lt;br /&gt;
There are three main types of ingredients in the game:&lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; ingredients, which can be gathered in the wild in play using the [[Foraging]] skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; ingredients, which may be created in game via [[Alchemy]].&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039; ingredients, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alchemical Traits====&lt;br /&gt;
&lt;br /&gt;
Alchemy ingredients have three mystical alchemical traits: one &#039;&#039;&#039;primary&#039;&#039;&#039;, one &#039;&#039;&#039;secondary&#039;&#039;&#039; and one &#039;&#039;&#039;tertiary&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.&lt;br /&gt;
&lt;br /&gt;
====Raw Ingredients====&lt;br /&gt;
&lt;br /&gt;
Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].&lt;br /&gt;
&lt;br /&gt;
By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being harvested, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Ingredients}}&lt;br /&gt;
&lt;br /&gt;
====Preservation====&lt;br /&gt;
&lt;br /&gt;
Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil &#039;&#039;&#039;one hour&#039;&#039;&#039; after removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.&lt;br /&gt;
&lt;br /&gt;
Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of &#039;&#039;&#039;1 [[Creation#Work Units|work unit]]&#039;&#039;&#039; per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.&lt;br /&gt;
&lt;br /&gt;
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.&lt;br /&gt;
&lt;br /&gt;
====Finished Ingredients====&lt;br /&gt;
&lt;br /&gt;
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Essences:&#039;&#039;&#039; Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an &#039;&#039;&#039;essence&#039;&#039;&#039;. Essences have a rarity one step higher than the rarity of the raw herb.&lt;br /&gt;
:*&#039;&#039;&#039;Humours:&#039;&#039;&#039; Students of the natural world know that blood is not one fluid but an admixture of three &#039;&#039;&#039;humours&#039;&#039;&#039;, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white &#039;&#039;&#039;chymos&#039;&#039;&#039;; thin, blackish-green &#039;&#039;&#039;cruor&#039;&#039;&#039; and rich purple &#039;&#039;&#039;ichor&#039;&#039;&#039;.&amp;lt;br/&amp;gt;There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Sergey Kostova steeps three units of &#039;&#039;&#039;lycopodium&#039;&#039;&#039; (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of &#039;&#039;&#039;essence of lycopodium&#039;&#039;&#039; (uncommon).&lt;br /&gt;
&lt;br /&gt;
====Passive Ingredients====&lt;br /&gt;
Already largely stripped of magic, passive ingredients have use to both alchemists and [[– tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Ingredients}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brewing Alchemical Items==&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.&lt;br /&gt;
&lt;br /&gt;
Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.&lt;br /&gt;
&lt;br /&gt;
====Completing the Recipe====&lt;br /&gt;
&lt;br /&gt;
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default all brews [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being brewed. Achemists may be able to research longer-lasting brews.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
&lt;br /&gt;
Three Alchemists can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].&lt;br /&gt;
&lt;br /&gt;
All points are pooled towards completing the recipe.&lt;br /&gt;
&lt;br /&gt;
==Magical Inks==&lt;br /&gt;
&lt;br /&gt;
Magical inks are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.&lt;br /&gt;
&lt;br /&gt;
Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.&lt;br /&gt;
&lt;br /&gt;
The ink recipes listed in &#039;&#039;[[Alchemy Recipes]]&#039;&#039; all produce one &#039;&#039;&#039;pot&#039;&#039;&#039; of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Scroll|Scrolls]]:&#039;&#039;&#039; Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Stone|Sigils]]:&#039;&#039;&#039; Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.&lt;br /&gt;
&lt;br /&gt;
All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.&lt;br /&gt;
&lt;br /&gt;
There are no general purpose &#039;&#039;&#039;exalted&#039;&#039;&#039; inks; at this power, all inks much be researched and brewed for each spell specifically.&lt;br /&gt;
&lt;br /&gt;
====Amalgams====&lt;br /&gt;
&lt;br /&gt;
Amalgams are alchemically-created alloys incorporating precious metals and gemstones. &lt;br /&gt;
&lt;br /&gt;
In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base. &lt;br /&gt;
&lt;br /&gt;
Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.&lt;br /&gt;
&lt;br /&gt;
They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&lt;br /&gt;
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Universal Solvent:&#039;&#039;&#039; Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.&lt;br /&gt;
:*&#039;&#039;&#039;Universal Curative:&#039;&#039;&#039; Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.&lt;br /&gt;
:*&#039;&#039;&#039;The Philosopher’s Stone:&#039;&#039;&#039; Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.&lt;br /&gt;
&lt;br /&gt;
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3436</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3436"/>
		<updated>2024-09-13T21:54:50Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Laboratory Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.&lt;br /&gt;
:*&#039;&#039;&#039;[[Imbuer]]:&#039;&#039;&#039; Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.&lt;br /&gt;
:*&#039;&#039;&#039;[[Poisoner]]:&#039;&#039;&#039; Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.&lt;br /&gt;
&lt;br /&gt;
An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.&lt;br /&gt;
&lt;br /&gt;
====Identifying Alchemical Items====&lt;br /&gt;
&lt;br /&gt;
Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they &#039;&#039;don’t&#039;&#039; know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Laboratories==&lt;br /&gt;
&lt;br /&gt;
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped &#039;&#039;&#039;alchemist’s laboratory&#039;&#039;&#039;. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Laboratory====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Laboratory Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter&#039;s workshop]], a higher-quality laboratory can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
An artisan &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
Alchemy makes use of a range of ingredients available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.&lt;br /&gt;
&lt;br /&gt;
There are three main types of ingredients in the game:&lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; ingredients, which can be gathered in the wild in play using the [[Foraging]]skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; ingredients, which may be created in game via [[Alchemy]].&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039; ingredients, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alchemical Traits====&lt;br /&gt;
&lt;br /&gt;
Alchemy ingredients have three mystical alchemical traits: one &#039;&#039;&#039;primary&#039;&#039;&#039;, one &#039;&#039;&#039;secondary&#039;&#039;&#039; and one &#039;&#039;&#039;tertiary&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.&lt;br /&gt;
&lt;br /&gt;
====Raw Ingredients====&lt;br /&gt;
&lt;br /&gt;
Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].&lt;br /&gt;
&lt;br /&gt;
By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being harvested, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Ingredients}}&lt;br /&gt;
&lt;br /&gt;
====Preservation====&lt;br /&gt;
&lt;br /&gt;
Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil &#039;&#039;&#039;one hour&#039;&#039;&#039; after removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.&lt;br /&gt;
&lt;br /&gt;
Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of &#039;&#039;&#039;1 [[Creation#Work Units|work unit]]&#039;&#039;&#039; per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.&lt;br /&gt;
&lt;br /&gt;
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.&lt;br /&gt;
&lt;br /&gt;
====Finished Ingredients====&lt;br /&gt;
&lt;br /&gt;
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Essences:&#039;&#039;&#039; Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an &#039;&#039;&#039;essence&#039;&#039;&#039;. Essences have a rarity one step higher than the rarity of the raw herb.&lt;br /&gt;
:*&#039;&#039;&#039;Humours:&#039;&#039;&#039; Students of the natural world know that blood is not one fluid but an admixture of three &#039;&#039;&#039;humours&#039;&#039;&#039;, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white &#039;&#039;&#039;chymos&#039;&#039;&#039;; thin, blackish-green &#039;&#039;&#039;cruor&#039;&#039;&#039; and rich purple &#039;&#039;&#039;ichor&#039;&#039;&#039;.&amp;lt;br/&amp;gt;There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Sergey Kostova steeps three units of &#039;&#039;&#039;lycopodium&#039;&#039;&#039; (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of &#039;&#039;&#039;essence of lycopodium&#039;&#039;&#039; (uncommon).&lt;br /&gt;
&lt;br /&gt;
====Passive Ingredients====&lt;br /&gt;
Already largely stripped of magic, passive ingredients have use to both alchemists and [[– tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Ingredients}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brewing Alchemical Items==&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.&lt;br /&gt;
&lt;br /&gt;
Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.&lt;br /&gt;
&lt;br /&gt;
====Completing the Recipe====&lt;br /&gt;
&lt;br /&gt;
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default all brews [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being brewed. Achemists may be able to research longer-lasting brews.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
&lt;br /&gt;
Three Alchemists can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].&lt;br /&gt;
&lt;br /&gt;
All points are pooled towards completing the recipe.&lt;br /&gt;
&lt;br /&gt;
==Magical Inks==&lt;br /&gt;
&lt;br /&gt;
Magical inks are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.&lt;br /&gt;
&lt;br /&gt;
Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.&lt;br /&gt;
&lt;br /&gt;
The ink recipes listed in &#039;&#039;[[Alchemy Recipes]]&#039;&#039; all produce one &#039;&#039;&#039;pot&#039;&#039;&#039; of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Scroll|Scrolls]]:&#039;&#039;&#039; Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Stone|Sigils]]:&#039;&#039;&#039; Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.&lt;br /&gt;
&lt;br /&gt;
All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.&lt;br /&gt;
&lt;br /&gt;
There are no general purpose &#039;&#039;&#039;exalted&#039;&#039;&#039; inks; at this power, all inks much be researched and brewed for each spell specifically.&lt;br /&gt;
&lt;br /&gt;
====Amalgams====&lt;br /&gt;
&lt;br /&gt;
Amalgams are alchemically-created alloys incorporating precious metals and gemstones. &lt;br /&gt;
&lt;br /&gt;
In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base. &lt;br /&gt;
&lt;br /&gt;
Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.&lt;br /&gt;
&lt;br /&gt;
They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&lt;br /&gt;
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Universal Solvent:&#039;&#039;&#039; Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.&lt;br /&gt;
:*&#039;&#039;&#039;Universal Curative:&#039;&#039;&#039; Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.&lt;br /&gt;
:*&#039;&#039;&#039;The Philosopher’s Stone:&#039;&#039;&#039; Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.&lt;br /&gt;
&lt;br /&gt;
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3433</id>
		<title>Alchemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Alchemy&amp;diff=3433"/>
		<updated>2024-09-13T21:53:23Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Representing a Laboratory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Skills==&lt;br /&gt;
&lt;br /&gt;
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.&lt;br /&gt;
:*&#039;&#039;&#039;[[Imbuer]]:&#039;&#039;&#039; Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.&lt;br /&gt;
:*&#039;&#039;&#039;[[Poisoner]]:&#039;&#039;&#039; Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.&lt;br /&gt;
&lt;br /&gt;
An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.&lt;br /&gt;
&lt;br /&gt;
====Identifying Alchemical Items====&lt;br /&gt;
&lt;br /&gt;
Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they &#039;&#039;don’t&#039;&#039; know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.&lt;br /&gt;
&lt;br /&gt;
==Laboratories==&lt;br /&gt;
&lt;br /&gt;
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped &#039;&#039;&#039;alchemist’s laboratory&#039;&#039;&#039;. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.&lt;br /&gt;
&lt;br /&gt;
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).&lt;br /&gt;
&lt;br /&gt;
====Representing a Laboratory====&lt;br /&gt;
&lt;br /&gt;
At minimum, a &#039;&#039;&#039;phys rep&#039;&#039;&#039; of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.&lt;br /&gt;
&lt;br /&gt;
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur. &lt;br /&gt;
&lt;br /&gt;
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.&lt;br /&gt;
&lt;br /&gt;
====Transporting a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.&lt;br /&gt;
&lt;br /&gt;
====Laboratory Quality====&lt;br /&gt;
&lt;br /&gt;
Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter&#039;s workshop]], a higher-quality laboratory can be &#039;&#039;&#039;configured&#039;&#039;&#039; by its owner, granting them for certain actions. Other characters can still use the laboratory (i.e. can make use of the &#039;&#039;&#039;phys rep&#039;&#039;&#039;), but gain no benefits from it.&lt;br /&gt;
&lt;br /&gt;
====Making a Laboratory====&lt;br /&gt;
&lt;br /&gt;
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See &#039;&#039;[[Crafting#Making a Workshop|Making a Workshop]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.&lt;br /&gt;
&lt;br /&gt;
An artisan &#039;&#039;may&#039;&#039; make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Ingredients==&lt;br /&gt;
&lt;br /&gt;
Alchemy makes use of a range of ingredients available in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.&lt;br /&gt;
&lt;br /&gt;
There are three main types of ingredients in the game:&lt;br /&gt;
:*&#039;&#039;&#039;Raw&#039;&#039;&#039; ingredients, which can be gathered in the wild in play using the [[Foraging]]skill.&lt;br /&gt;
:*&#039;&#039;&#039;Finished&#039;&#039;&#039; ingredients, which may be created in game via [[Alchemy]].&lt;br /&gt;
:*&#039;&#039;&#039;Passive&#039;&#039; ingredients, which may be created in game or produced as a &#039;&#039;&#039;byproduct&#039;&#039;&#039; of other processes.&lt;br /&gt;
&lt;br /&gt;
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rarity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity: &lt;br /&gt;
&lt;br /&gt;
:*Very Common (VC)&lt;br /&gt;
:*Common (C)&lt;br /&gt;
:*Uncommon (U)&lt;br /&gt;
:*Rare (R)&lt;br /&gt;
&lt;br /&gt;
Rarity reflects how easy it is to find in the game, and should roughly indicate value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Alchemical Traits====&lt;br /&gt;
&lt;br /&gt;
Alchemy ingredients have three mystical alchemical traits: one &#039;&#039;&#039;primary&#039;&#039;&#039;, one &#039;&#039;&#039;secondary&#039;&#039;&#039; and one &#039;&#039;&#039;tertiary&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.&lt;br /&gt;
&lt;br /&gt;
====Raw Ingredients====&lt;br /&gt;
&lt;br /&gt;
Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.&lt;br /&gt;
&lt;br /&gt;
A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.&lt;br /&gt;
&lt;br /&gt;
Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].&lt;br /&gt;
&lt;br /&gt;
By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being harvested, unless refined or used.&lt;br /&gt;
&lt;br /&gt;
{{Raw Ingredients}}&lt;br /&gt;
&lt;br /&gt;
====Preservation====&lt;br /&gt;
&lt;br /&gt;
Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil &#039;&#039;&#039;one hour&#039;&#039;&#039; after removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.&lt;br /&gt;
&lt;br /&gt;
Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of &#039;&#039;&#039;1 [[Creation#Work Units|work unit]]&#039;&#039;&#039; per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.&lt;br /&gt;
&lt;br /&gt;
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.&lt;br /&gt;
&lt;br /&gt;
====Finished Ingredients====&lt;br /&gt;
&lt;br /&gt;
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.&lt;br /&gt;
&lt;br /&gt;
By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Essences:&#039;&#039;&#039; Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an &#039;&#039;&#039;essence&#039;&#039;&#039;. Essences have a rarity one step higher than the rarity of the raw herb.&lt;br /&gt;
:*&#039;&#039;&#039;Humours:&#039;&#039;&#039; Students of the natural world know that blood is not one fluid but an admixture of three &#039;&#039;&#039;humours&#039;&#039;&#039;, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white &#039;&#039;&#039;chymos&#039;&#039;&#039;; thin, blackish-green &#039;&#039;&#039;cruor&#039;&#039;&#039; and rich purple &#039;&#039;&#039;ichor&#039;&#039;&#039;.&amp;lt;br/&amp;gt;There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Sergey Kostova steeps three units of &#039;&#039;&#039;lycopodium&#039;&#039;&#039; (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of &#039;&#039;&#039;essence of lycopodium&#039;&#039;&#039; (uncommon).&lt;br /&gt;
&lt;br /&gt;
====Passive Ingredients====&lt;br /&gt;
Already largely stripped of magic, passive ingredients have use to both alchemists and [[– tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.&lt;br /&gt;
&lt;br /&gt;
By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;two years&#039;&#039;&#039; after being refined, unless used.&lt;br /&gt;
&lt;br /&gt;
{{Passive Ingredients}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any herb can be used; this has no mechanical effect unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
==Brewing Alchemical Items==&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.&lt;br /&gt;
&lt;br /&gt;
Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].&lt;br /&gt;
&lt;br /&gt;
====Roleplaying and Logging Work====&lt;br /&gt;
&lt;br /&gt;
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.&lt;br /&gt;
&lt;br /&gt;
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.&lt;br /&gt;
&lt;br /&gt;
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.&lt;br /&gt;
&lt;br /&gt;
====Completing the Recipe====&lt;br /&gt;
&lt;br /&gt;
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; By default all brews [[Equipment and Resources#Expiry|expire]] &#039;&#039;&#039;three years&#039;&#039;&#039; after being brewed. Achemists may be able to research longer-lasting brews.&lt;br /&gt;
&lt;br /&gt;
====Covens====&lt;br /&gt;
&lt;br /&gt;
Three Alchemists can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].&lt;br /&gt;
&lt;br /&gt;
All points are pooled towards completing the recipe.&lt;br /&gt;
&lt;br /&gt;
==Magical Inks==&lt;br /&gt;
&lt;br /&gt;
Magical inks are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.&lt;br /&gt;
&lt;br /&gt;
Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.&lt;br /&gt;
&lt;br /&gt;
The ink recipes listed in &#039;&#039;[[Alchemy Recipes]]&#039;&#039; all produce one &#039;&#039;&#039;pot&#039;&#039;&#039; of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Scroll|Scrolls]]:&#039;&#039;&#039; Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).&lt;br /&gt;
:*&#039;&#039;&#039;[[Invest Stone|Sigils]]:&#039;&#039;&#039; Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.&lt;br /&gt;
&lt;br /&gt;
All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.&lt;br /&gt;
&lt;br /&gt;
There are no general purpose &#039;&#039;&#039;exalted&#039;&#039;&#039; inks; at this power, all inks much be researched and brewed for each spell specifically.&lt;br /&gt;
&lt;br /&gt;
====Amalgams====&lt;br /&gt;
&lt;br /&gt;
Amalgams are alchemically-created alloys incorporating precious metals and gemstones. &lt;br /&gt;
&lt;br /&gt;
In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base. &lt;br /&gt;
&lt;br /&gt;
Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.&lt;br /&gt;
&lt;br /&gt;
They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.&lt;br /&gt;
&lt;br /&gt;
==The Great Work==&lt;br /&gt;
&lt;br /&gt;
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Universal Solvent:&#039;&#039;&#039; Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.&lt;br /&gt;
:*&#039;&#039;&#039;Universal Curative:&#039;&#039;&#039; Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.&lt;br /&gt;
:*&#039;&#039;&#039;The Philosopher’s Stone:&#039;&#039;&#039; Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.&lt;br /&gt;
&lt;br /&gt;
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Rituals&amp;diff=3431</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Rituals&amp;diff=3431"/>
		<updated>2024-09-13T21:42:04Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Power, Skill and Sacrifice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most powerful of the mystical arts, Ritual Magic is unique in not drawing on the magician’s own magic but on an external source of power, the &#039;&#039;&#039;[[#The Ritual Circle|ritual circle]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ritual&#039;&#039;&#039; is a long &#039;&#039;&#039;[[Rites|rite]]&#039;&#039;&#039; performed in a ritual circle by a group of magicians with the [[Ritual Magic]] skill, called &#039;&#039;&#039;ritualists&#039;&#039;&#039;. Every ritual has a &#039;&#039;&#039;lead ritualist&#039;&#039;&#039;, who initiates the ritual, and a number of &#039;&#039;&#039;contributors&#039;&#039;&#039; supporting them (control can be handed from one lead to another during a ritual, but this can be risky!).&lt;br /&gt;
&lt;br /&gt;
Every ritual is witnessed by a servant of the circles called a [[#The Watchers|Watcher]], who marks the ritual out of character and feeds back on its success or failure.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Spellcasting|spellcasting]], [[Conjunctional Magic|conjunctional magic]] or [[Invocation|invocation]], ritual magic is not limited to certain kinds of effects; rituals can achieve almost anything the ritualists can imagine, with enough power.&lt;br /&gt;
&lt;br /&gt;
==The Ritual Circle==&lt;br /&gt;
&lt;br /&gt;
Magic is in constant flux in the world, scattered over the Land by the celestial spheres and returning to the poles; and the balance of magics is maintained, in part, by [[#Leylines|leylines]], underground channels of raw magic flowing from place to place. Where leylines meet is a nexus of power called a &#039;&#039;&#039;ritual circle&#039;&#039;&#039;, bound within a ward (below) and governed by a spirit. Ritualists can open the ward, address the spirit and call upon it to weave the leylines’ power at their direction.&lt;br /&gt;
&lt;br /&gt;
Where possible, Ritualists must book the ritual circle for use in advance. Each faction is allocated a number of slots each event, and the ranking ritualist in each faction generally coordinates with all ritualists to book their rituals onto the timetable and to lodge their objectives with the [[#The Watchers|Watchers]]. A few slots are kept back every event for unscheduled rituals, but they fill up quickly.&lt;br /&gt;
&lt;br /&gt;
In times past, ritualists had to pay a tithe of blood to use the circle; for the past two decades or so, they have instead paid the circle’s guardians in coin. Now, as the changes wrought by the remaking of the world are felt, there is no charge for using the circle, although every ritual must still be scheduled with the Watchers.&lt;br /&gt;
&lt;br /&gt;
Circles vary in size (&#039;&#039;&#039;lesser&#039;&#039;&#039;, &#039;&#039;&#039;average&#039;&#039;&#039; and &#039;&#039;&#039;greater&#039;&#039;&#039;) reflecting the number of leylines connecting to them. Larger circles have the potential to channel more &#039;&#039;&#039;power&#039;&#039;&#039;, but are also more subject to [[Rituals#Wild Magic|wild magic]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ritual Circle Wards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The wards around a ritual circle are among the strongest barriers in existence, to contain the vast powers within, and few beings (not ancient demons, nor fierce giants, nor even the avatars of gods) can lightly cross the bounds. The leading ritualist in the circle can raise or lower the wards at will, but for anyone other than a Watcher to lower them from without requires the concerted effort of many ritual magicians working together.&lt;br /&gt;
&lt;br /&gt;
In total, opening a circle from outside requires at least three times as much [[#Power, Skill and Sacrifice|ritual skill]] as the group inside the circle, and the expenditure of one more [[#Ether Spheres|ether spheres]] than the circle is using. The group opening the circle must stand in contact with each other (like a [[Banishing as a Wedge|banishing wedge]]), with the leading ritualist at the edge of the circle and handling the ether. All Ritualists in the attempt must chant or recite together to show their intent.&lt;br /&gt;
&lt;br /&gt;
Once the circle is open, there will be an immediate release of magic from the wards, including damaging effects and various [[Calls#Mass Effects|mass effects]]. The circle itself will be affected by the damage for a time, although it can be repaired and rebalanced again by a ritual for the purpose.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Leylines====&lt;br /&gt;
&lt;br /&gt;
Leylines are underground channels funnelling raw magic across the landscape from areas of high magic to regions of low magic. The largest leylines run deep underground, but smaller lines run closer to the surface, making their presence felt in the world around them.&lt;br /&gt;
&lt;br /&gt;
Leylines may follow surface features reflecting natural flows of magic in the world: spiritual magic may follow roads and paths made by people, while elemental magic may follow rivers and corporeal magic may course around the edges of forests.&lt;br /&gt;
&lt;br /&gt;
Leylines come in &#039;&#039;&#039;lesser&#039;&#039;&#039;, &#039;&#039;&#039;average&#039;&#039;&#039; and &#039;&#039;&#039;greater&#039;&#039;&#039; power, with more powerful leylines fuelling larger circles and having more noticeable effects on their environments.&lt;br /&gt;
&lt;br /&gt;
Very skilled (or extremely foolhardy) ritualists can attempt to draw directly on the magic of leylines away from the circle. Tapping leylines is risky at best: even if everything goes perfectly, there’s still a good chance of the rite failing out of hand, often with spectacular consequences. See the &#039;&#039;[[Leyline Magic]]&#039;&#039; rite for more details.&lt;br /&gt;
&lt;br /&gt;
====Places of Power====&lt;br /&gt;
&lt;br /&gt;
Ritual Circles are not the only places where rituals can be performed. A &#039;&#039;&#039;place of power&#039;&#039;&#039; is any bounded place with a source of raw magic, mediated by a powerful spirit. Other places include holy &#039;&#039;&#039;shrines&#039;&#039;&#039;, presided over by envoys of the gods; corporeal &#039;&#039;&#039;trees of life&#039;&#039;&#039;, governed by nature spirits; primal &#039;&#039;&#039;fonts&#039;&#039;&#039;, home to elemental spirits; and sites of &#039;&#039;&#039;story&#039;&#039;&#039;, controlled by abstract beings of myth and legend. Characters with the [[Ritual Magic]] skill can, as a minimum, sense these places and address the spirits guarding them – in some cases, they can use them.&lt;br /&gt;
&lt;br /&gt;
The main difference between these places and Ritual Circles is that the guardian spirit chooses on what terms to make the place’s power available: a shrine’s guardian may only serve faithful believers in their pantheon, while a tree’s guardian might refuse to grant any magics other than healing or growth. This may be reflected in the effects of using such a place.&lt;br /&gt;
&lt;br /&gt;
With [[Research|research]], ritualists can learn to better unlock the secrets of these places.&lt;br /&gt;
&lt;br /&gt;
==Ritual Objective==&lt;br /&gt;
&lt;br /&gt;
What can rituals do? &lt;br /&gt;
&lt;br /&gt;
The short answer is “almost anything,” with the possible exceptions of reversing time or restoring the dead to true life. In practice, ritual magic is most often used either to turn a willing subject into a [[Character Progression#Special Characters|special character]] with additional abilities, to enchant a [[Equipment and Resources#Enchantment and Investment|magic item]] with special properties or powers, or for divination of obscure knowledge.&lt;br /&gt;
&lt;br /&gt;
Other ritual outcomes are possible. Imaginative and interesting ideas are welcomed!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*changing the conditions of a battlefield;&lt;br /&gt;
:*awakening the spirits of a forest;&lt;br /&gt;
:*opening a portal to another plane, or&lt;br /&gt;
:*inflicting curses on one’s enemies.&lt;br /&gt;
&lt;br /&gt;
Enchantments can be balanced with limitations or drawbacks. Ensure that limitations and drawbacks have meaningful game-mechanical effects; roleplay effects and requirements can add considerable flavour to an item, but won’t significantly reduce the difficulty of an enchantment unless they meaningfully limit a character’s choices.&lt;br /&gt;
&lt;br /&gt;
The ritualist never requires specialised knowledge: they can raise undead without knowing necromancy, for instance, or create charged items with no skill in invocation. The spirit of the circle can reproduce all magics, as long as the ritualist clearly visualises their objective. That said, if someone in the circle &#039;&#039;does&#039;&#039; have the knowledge to perform a task, the ritual team can instead use the power of the circle to boost their efforts – in some cases, this can substantially reduce the difficulty of the ritual.&lt;br /&gt;
&lt;br /&gt;
Any ritualist can turn to the [[#The Watchers|Watchers]] for advice on whether an idea is possible or practical. Ambitious projects can be brought within reach by splitting objectives over two or more rituals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Devotional Rituals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals with no mechanical objectives, known as &#039;&#039;&#039;devotional&#039;&#039;&#039; rituals, are common. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*Coronations, investitures and weddings&lt;br /&gt;
:*Sacrifices or acts of worship&lt;br /&gt;
:*Expressions of community, solidarity or remembrance&lt;br /&gt;
&lt;br /&gt;
Generally, devotional rituals have no game effects, but the gods are always listening – there may be consequences depending on the performance, circumstances of the ritual or ongoing plot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Duration of Enchantment====&lt;br /&gt;
&lt;br /&gt;
When submitting objectives for a ritual, it’s important to stipulate the enchantment’s intended &#039;&#039;&#039;duration&#039;&#039;&#039;, which impacts the difficulty of enchanting it. Possible durations, from easiest to hardest, are as follows.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Temporary:&#039;&#039;&#039; A temporary effect requires no maintenance, but has a duration (typically one day, one event or one year) set in the initial enchantment, and which cannot be renewed or extended. At the end of this time, the enchantment ends (and the item, if any, returns to being a mundane object).&lt;br /&gt;
:*&#039;&#039;&#039;Charged:&#039;&#039;&#039; Like items created by [[Invocation]], a charged effect is created with a duration (by default, one year) &#039;&#039;and&#039;&#039; a set number of charges, which are held over from one day to the next. Once the last charge is expended or the duration elapses, the enchantment ends (and the item, if any, returns to being a mundane object). Charged items cannot usually be recharged, renewed or extended, unless they were initially enchanted with a method of recharging.&lt;br /&gt;
:*&#039;&#039;&#039;Maintained:&#039;&#039;&#039; Particularly cherished enchantments may be created to be preserved from year to year. The requires the enchantment to be [[#Ritual Bonds and Maintenance|bound]] to a ritualist, who must perform the &#039;&#039;[[Appanage]]&#039;&#039; rite once a year, expending [[#Ether Spheres|ether]] to extend the enchantment.&lt;br /&gt;
:*&#039;&#039;&#039;Permanent:&#039;&#039;&#039; [[Character Progression#Special Characters|Special characters]] can be enchanted so as to alter the subject’s very pattern, making the effect &#039;&#039;&#039;permanent&#039;&#039;&#039;. As well as being harder and more taxing than the above durations, this adds to the subject’s point total, bringing them closer to their [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Items can never be permanently enchanted.&lt;br /&gt;
&lt;br /&gt;
The duration of any item enchantment is limited by the item’s [[Equipment and Resources#Equipment Quality|quality]]: &lt;br /&gt;
:*&#039;&#039;&#039;superior items&#039;&#039;&#039; can hold temporary or charged enchantments,&lt;br /&gt;
:*&#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items can hold maintained enchantments.&lt;br /&gt;
&lt;br /&gt;
====Ritual Bonds and Maintenance====&lt;br /&gt;
&lt;br /&gt;
Any enchantment created with a &#039;&#039;&#039;maintained&#039;&#039;&#039; duration (i.e., not temporary, charged or permanent) will need to be &#039;&#039;&#039;bound&#039;&#039;&#039; to a ritualist with at least the [[Greater Ritual Magic]] skill. By default, the enchantment is bound to the lead ritualist, but the ritual group can assign it to any ritualist in the circle, if they consent.&lt;br /&gt;
&lt;br /&gt;
The Watcher will assign the enchantment a level, with most enchantments falling at level 3 or lower. &lt;br /&gt;
:*A ritualist with the [[Ritual Magic]] skill can maintain &#039;&#039;&#039;one level 1 enchantment&#039;&#039;&#039;.&lt;br /&gt;
:*A ritualist with the [[Greater Ritual Magic]] skill can maintain a further 5 levels, for a total of &#039;&#039;&#039;6 levels&#039;&#039;&#039; of enchantments (e.g. six level 1 enchantments, or two level 3 enchantments, or any combination).&lt;br /&gt;
:*A ritualist with the [[Higher Ritual Magic]] skill can maintain a further 3 levels, for a total of &#039;&#039;&#039;9 levels&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every year, the bound Ritualist must maintain the enchantment with the &#039;&#039;[[Appanage]]&#039;&#039; rite, expending [[#Ether Spheres|ether spheres]] equal to the level of the enchantment, to remain bound to the enchantment. A bound ritualist can deliberately sever the bond at any time as an act of will, and must inform a referee (ideally one that plays a [[#The Watchers|Watcher]]) as soon as possible after doing so.&lt;br /&gt;
&lt;br /&gt;
If a maintained item becomes unbound (because the ritualist has died, deliberately severed their bond or missed an &#039;&#039;[[Appanage]]&#039;&#039; rite) the enchantment becomes &#039;&#039;&#039;dormant&#039;&#039;&#039;; the enchantment will cease to function (although any enchanted item remains immune to lesser and greater magics) until the enchantment can be bound to a skilled ritualist in a new ritual. &lt;br /&gt;
&lt;br /&gt;
If, a year after an enchantment goes dormant, it has not been bound to another ritualist, the enchantment ends, and the item to being a mundane object (if a ritualist is unable to perform this rite for out of character reasons, speak to the Game Organisation Desk or a Watcher to discuss extensions).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Legacies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some long-standing enchanted items (called &#039;&#039;&#039;Legacies&#039;&#039;&#039;) are fuelled by the beliefs and identity of a faction. These items do not need to be bound to a ritualist to be maintained.&lt;br /&gt;
&lt;br /&gt;
For a Legacy’s enchantment to be sustained, the community’s connection to it must be renewed once every three years via a ritual, which must be performed by a ritualist of that faction, with an audience of at least 12 members of the faction, including at least one ranking member. If the item is not renewed within three years, the enchantment ends as above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power, Skill and Sacrifice==&lt;br /&gt;
&lt;br /&gt;
Going into a ritual, three factors significantly affect the likelihood of success: the &#039;&#039;&#039;power&#039;&#039;&#039; of the circle, the &#039;&#039;&#039;skill&#039;&#039;&#039; of the ritualists, and any &#039;&#039;&#039;sacrifice&#039;&#039;&#039; they may offer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power:&#039;&#039;&#039; By default, the circle operates at &#039;&#039;&#039;base&#039;&#039;&#039; power, regardless of the circle’s size. Ritualists can increase the circle’s power by expending &#039;&#039;&#039;[[#Ether Spheres|ether]]&#039;&#039;&#039; in the circle; up to 1 ether sphere in a &#039;&#039;&#039;lesser&#039;&#039;&#039; circle, 2 in an &#039;&#039;&#039;average&#039;&#039;&#039; circle and up to 3 in a &#039;&#039;&#039;greater&#039;&#039;&#039; circle. This can also serve to control the circle’s [[#Wild Magic|wild magic]].&lt;br /&gt;
*&#039;&#039;&#039;Skill:&#039;&#039;&#039; Every ritualist provides one or more levels of &#039;&#039;&#039;ritual skill&#039;&#039;&#039;, depending on their skills. No &#039;&#039;&#039;contributor&#039;&#039;&#039; can provide more skill than the &#039;&#039;&#039;lead ritualist&#039;&#039;&#039; (i.e. if the lead ritualist is a [[Greater Ritual Magic|greater ritualist]], with a skill of 2, each contributor may contribute no more than 2 levels of skill, even if they have more skill). No ritual team can wield more than 9 levels of skill in total, regardless of the skill of the lead (although this means that a more skilled lead can hit the limit with fewer contributors, allowing them to plan tighter, more dynamic performances).&lt;br /&gt;
*&#039;&#039;&#039;Sacrifice:&#039;&#039;&#039; A ritual can sacrifice something of worth in the circle for more power, destroying an item of value, giving up a power or skill or accepting a painful restriction. A sacrifice should have a meaningful game effect or value in coin, &#039;&#039;and&#039;&#039; should have some personal importance to someone in the circle.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
&lt;br /&gt;
The ritual itself is a long (10+ minutes) [[Rites|rite]], conveying the ritual’s intentions. How it does this is up to the ritual team: some rituals appeal to spirits or gods to ask for their favour, while some call power out of the circle themselves and wield it. Some physically make or shape the subject in the circle, while others place it in the centre and direct magic towards it. Some discuss, explain, teach or even &#039;&#039;argue&#039;&#039; about their intentions as part of the performance. Many performances include a trial or challenge, to establish why the ritual is needed, test the subject’s worthiness or prove the effectiveness of the ritual at the end.&lt;br /&gt;
&lt;br /&gt;
Most rituals begin by sealing the wards and cleansing the circle of magics (often in some form of the “calling the corners” formula, invoking the elements, cardinal directions or spheres of magic) and then end by cleansing the circle once more and leaving it ready for the next ritual (it’s not known whether this is necessary but, they say, better safe than sorry!).&lt;br /&gt;
&lt;br /&gt;
The ritual performance is marked on three primary criteria:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Expression:&#039;&#039;&#039; How persuasively did the ritualists convey their intentions? This isn’t necessarily about volume or passion (indeed, if the narrative of the ritual is passive or subtle, the expression should reflect that), or even acting skill, but about clarity of intent.&lt;br /&gt;
:*&#039;&#039;&#039;Structure:&#039;&#039;&#039; How well did the ritual use the time and space of the ritual? Did the narrative of the ritual progress logically from a beginning, through a middle, to an end? Did they use the space well and fully? And if not, was that obviously deliberate and effective?&lt;br /&gt;
:*&#039;&#039;&#039;Cohesion:&#039;&#039;&#039; How well did the ritual team work together, and how clearly was the lead ritualist in control? Did they operate smoothly and with unity, and follow each other’s cues? If the performance was messy or chaotic, did that feel planned and deliberate?&lt;br /&gt;
&lt;br /&gt;
In addition, there are two elements that don’t &#039;&#039;have&#039;&#039; to play a part in your ritual, but which can improve your result.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Specific outfits – not your usual costumes, but ritual robes, headdresses and the like – and props, musical instruments or other paraphernalia.&lt;br /&gt;
:*&#039;&#039;&#039;Cosmology:&#039;&#039;&#039; Correctly citing the proper spheres, celestial bodies, currents of magic and other cosmological or magical principles underlying the effect you’re trying to achieve and accurately describing how their magic behaves and relates to the desired effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Advice on Performing Rituals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Much the same advice applies as to [[Rites#The Performance|any rite]], except that the rite is longer and the stakes higher. Some advice specific to rituals follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Planning:&#039;&#039;&#039; You’ve got 10 minutes to fill, so planning can be key to making sure the ritual doesn’t meander or lose direction. Many groups write scripts and rehearse beforehand, or at least outline and block their rituals out.&lt;br /&gt;
*&#039;&#039;&#039;Structure:&#039;&#039;&#039; The three-part structure is your friend here, including an initial statement of intent, a brief narrative in which the ritual group carries out the working, then a closing summary of what they achieved (bracketed by initial and final cleansings). Use what you have: if you’re using certain spheres of magic, or creating an item with several parts, structure the ritual around those things.&lt;br /&gt;
*&#039;&#039;&#039;Participation:&#039;&#039;&#039; Use your group – every contributor should have some lines, or some job to do. If you have a large group, some of them can serve as a “chorus,” performing as a group. If the subject of the ritual is in the circle, incorporate them.&lt;br /&gt;
*&#039;&#039;&#039;Props:&#039;&#039;&#039; Use any props or equipment you bring into the circle – try to avoid just showing something around and then forgetting it. Interact with them, move them around and tie them to what you’re doing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Outcome==&lt;br /&gt;
&lt;br /&gt;
At the end of the ritual – after a short time to total up the score and deliberate around wild magic effects – the [[#The Watchers|Watcher]] will feed back on the results of the ritual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Outcome !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Success || The requested effect, plus some unexpected benefit&lt;br /&gt;
|-&lt;br /&gt;
| Complete Success || The requested effect&lt;br /&gt;
|-&lt;br /&gt;
| Partial Success || A limited or incomplete version of the requested effect&lt;br /&gt;
|-&lt;br /&gt;
| Complete Failure|| No effect&lt;br /&gt;
|-&lt;br /&gt;
| Atrocious or Catastrophic Failure || Some disastrous negative effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This result will be further modified by any [[#Wild Magic|wild magic]] effects, if relevant.&lt;br /&gt;
&lt;br /&gt;
==Wild Magic==&lt;br /&gt;
&lt;br /&gt;
Since the world was remade in 1123, the circles have started to awaken. At the festival of Renewal in 1124, the circles began flowing with &#039;&#039;&#039;wild magic&#039;&#039;&#039; that shifts and changes from one ritual to the next, &#039;&#039;&#039;aligning&#039;&#039;&#039; the circle to one or more random spheres of magic or aspects (such as Illusion or Number) each time they are used.&lt;br /&gt;
&lt;br /&gt;
Any ritualist can sense a circle’s alignment, either from inside or outside the circle, at any time from the &#039;&#039;&#039;beginning of their ritual’s time slot.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The larger the circle, the more subject it is to wild magic, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Size of Circle !! Wild Alignments || Maximum Ether Spheres&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Average || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A circle’s alignments influence the outcome of any ritual performed in it, potentially introducing unintended or unpredictable effects: aiding the ritualists’ efforts when the alignments are matched to the ritual’s intentions (and hindering them when directly opposed), or distorting or altering the outcomes if they are simply different.&lt;br /&gt;
&lt;br /&gt;
Ritualists using [[#Ether Spheres|ether spheres]] can minimise this randomness, to some extent. Every ether sphere has its &#039;&#039;own&#039;&#039; alignment, which replaces one of the circle’s wild alignments. Thus the ritualists can attempt to source appropriate ether for their intentions in advance, reducing this unpredictability.&lt;br /&gt;
&lt;br /&gt;
Per the table above, each circle’s capacity to accept ether is equal to its number of wild alignments, so that a ritual team taking the maximum ether into a circle can replace all of the circle’s alignments.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Gethin the Wise leads a ritual team to enchant a sword to call &#039;&#039;Spirit&#039;&#039;. He’s using a greater circle, so unbeknownst to Gethin, the Watcher randomly selects three wild alignments for the ritual – Corporeal, Love and Sorrow – not revealing them to Gethin until the start of his time slot, shortly before he enters the circle.&lt;br /&gt;
:Gethin’s ritual team have decided to expend two ether spheres during their ritual, to boost the circle and align it closer to their objectives. They have been able to source Moon and War ether, which (since the Moon is associated with spirit) seem ideal for a spirit sword.&lt;br /&gt;
:The Watcher randomly replaces Love with Moon, then Corporeal with War, meaning that the final ritual is aligned to Moon, Sorrow and War.&lt;br /&gt;
:The ritual team’s efforts are aided by the Moon and War aspects, and the ritual is an exceptional success, improving the outcome. The Watcher decides that the sword will call &#039;&#039;Spirit&#039;&#039; at all times as requested, but can also be activated once a day to call &#039;&#039;Spirit Through&#039;&#039; for one minute, at the cost that the wielder is wracked with sadness, leaving them unable to resist or counter any fear or mind effect, for ten minutes afterwards.&lt;br /&gt;
&lt;br /&gt;
==Ether Spheres==&lt;br /&gt;
&lt;br /&gt;
One of the strangest recent changes to the world is the discovery of &#039;&#039;&#039;ether&#039;&#039;&#039;, a magic-rich vapor that appears randomly nearby [[#The Ritual Circle|ritual circles]], rising in one place for a few hours or days and then vanishing. To most people, ether is invisible and intangible, but ritual magicians can sense it the same way they can feel the presence of a ritual circle or place of power. Ether is always &#039;&#039;&#039;aligned&#039;&#039;&#039;, either to one of the three [[Spellcasting#The Spheres|spheres of magic]] or another aspect such as Hope, Artifice or Solidity.&lt;br /&gt;
&lt;br /&gt;
Where ether comes from is a matter of much speculation. Some say it leaks from the leylines beneath the ground; if so, will the leaks worsen? Others believe it is all that remains of the “Cantles” – the shards of reality with which the world was reformed in 1123 – after their spectacular destruction; if so, will the supply of ether be short-lived? Whatever the answer, for now ether is a precious and potent resource.&lt;br /&gt;
&lt;br /&gt;
A band of magicians has mastered the tricky and dangerous art of capturing this mysterious stuff and sealing it into special glass spheres. They&#039;ve promptly formed a guild, the [[Other Organisations#The Worshipful Company of Ethermongers|Worshipful Company of Ethermongers]], to gather and sell these spheres at regulated prices.&lt;br /&gt;
&lt;br /&gt;
Ether can be incorporated into crafted items, potions and invocations (or even simply broken and inhaled, for brief and spectacular effects) but its most dramatic benefits are felt by ritualists, allowing them to boost a circle’s power or to tame the forces of [[Rituals#Wild Magic|wild magic]]. Ether is also expended to [[Appanage|maintain enchantments]], to keep them from fading over time, and to invest [[Bind Path Focus|path focuses]].&lt;br /&gt;
&lt;br /&gt;
==The Watchers==&lt;br /&gt;
&lt;br /&gt;
The history of the ritual circles has been turbulent. For many years, the circles were under the control of an evil being called the Nything (see &#039;&#039;[[A Brief History]]&#039;&#039;); after the Nything’s destruction, he was replaced by a magician called Gabriel, who was later exposed as a power-hungry demon. When Gabriel was overthrown, a man calling himself “Messenger” assumed his duties, introducing an order of guardians called Watchers.&lt;br /&gt;
&lt;br /&gt;
Drawn from all peoples and all walks of life, from ancient Fae magicians to humble mortal gamblers, Watchers are appointed to witness every ritual and to protect the circles themselves from harm. The Watchers schedule use of the circles, ensuring fair and equal access for all, and offer advice to magicians planning rituals.&lt;br /&gt;
&lt;br /&gt;
On their appointment, Watchers swear an oath to perform their duties with strict impartiality, showing no fear or favour – either to any of [[the Factions]] of the world or to any other groups, even those that stand as enemies of the mortal nations. The oath isn’t mystically binding, but no Watcher will break it lightly, for fear of reprisals by their fellow Watchers.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Invocation&amp;diff=3430</id>
		<title>Invocation</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Invocation&amp;diff=3430"/>
		<updated>2024-09-13T21:32:32Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Talismans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Invocation is the art of charging an object with magic, allowing it to be later used to cast a specific spell, or to use a [[Calls#Damage Calls|damage call]] or some other magical ability. Much of the time, invocation is a collaboration, combining the efforts of a crafter, an alchemist and a magician. The various Invocation skills grant knowledge of several [[Rites|rites]].&lt;br /&gt;
&lt;br /&gt;
==Using Invocation Items==&lt;br /&gt;
&lt;br /&gt;
Invocation items always have a limited number of &#039;&#039;&#039;charges&#039;&#039;&#039; and a duration. Once all charges are used, or the duration expires, the invocation fades and the item is destroyed. Invocation items cannot be recharged or extended. &lt;br /&gt;
&lt;br /&gt;
Using an item created by invocation follows all the same rules as casting a spell, except that the user requires neither the Invocation skill nor knowledge of the spell magics invested in it, and doesn’t spend their own [[Magic#Magic Points|magic points]].&lt;br /&gt;
&lt;br /&gt;
Charged items can be activated in any level of armour.&lt;br /&gt;
&lt;br /&gt;
==Invocation Items==&lt;br /&gt;
&lt;br /&gt;
There are two types of invocation item. &lt;br /&gt;
&lt;br /&gt;
====Charms====&lt;br /&gt;
&lt;br /&gt;
Charms are simple investments holding 1 charge of one spell. Investing these requires knowledge of the skill [[Charm Invocation]]. Common charms include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Trinkets&#039;&#039;&#039;, trifling baubles marked with mundane ink and invested with the &#039;&#039;[[Invest Trinket]]&#039;&#039; rite, that can hold a lesser spell until the end of the day;&lt;br /&gt;
:*&#039;&#039;&#039;Sigil stones&#039;&#039;&#039;, stone or clay tablets marked with [[#Sigilistic Invocation|sigils]] in magical ink and invested with the &#039;&#039;[[Invest Stone]]&#039;&#039; rite, that can hold any spell until the end of the event; and &lt;br /&gt;
:*&#039;&#039;&#039;Scrolls&#039;&#039;&#039;, paper or vellum sheets inscribed with spell vocals in magical ink and invested with the &#039;&#039;[[Invest Scroll]]&#039;&#039; rite, that can hold any spell for a year.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
&lt;br /&gt;
Talismans are more complex invocations inlaid with symbols in magical alloy and invested to hold 9 charges of one spell for one year. Investing talismans requires knowledge of the skill [[Talisman Invocation]] and uses the &#039;&#039;[[Invest Talisman]]&#039;&#039; rite. Common types of talisman include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Amulets&#039;&#039;&#039;, items of jewellery invested to hold personal, defensive or information spells; &lt;br /&gt;
:*&#039;&#039;&#039;Brands&#039;&#039;&#039;, weapons invested to inflict magical damage; and &lt;br /&gt;
:*&#039;&#039;&#039;Wands&#039;&#039;&#039;, short batons invested to hold ranged spells.&lt;br /&gt;
&lt;br /&gt;
The greatest of invokers are said to be able to create a &#039;&#039;&#039;staff&#039;&#039;&#039;, a powerful talisman invested with many spells and abilities. Every staff’s powers are different, and this path requires considerable research and investment.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Tattoos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tattoos made with magical ink can be invested with the same rites used to invest charms and talismans. This has the advantage that a tattoo cannot be lost or stolen, although in turn it cannot be shared around; only the recipient of the tattoo can use it. Specific mechanics for tattoos are given in the description for each rite.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Investment==&lt;br /&gt;
&lt;br /&gt;
There are typically four parts to an invocation. The description of each rite details its specific requirements.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Base:&#039;&#039;&#039; Invocation items are usually [[Crafting#Invocation Items|crafted things]], like scrolls, stones, wands, jewellery or weapons. With [[Surgery#Procedures Known By Skill|tattoos]], the subject’s &#039;&#039;body&#039;&#039; is the base.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Medium:&#039;&#039;&#039; All invocations require a magically-rich substance to convey the magic into the base. Mundane [[Crafting#Passive Materials|ink or powder]] is sufficient for an investment lasting no longer than a day, but anything longer than that requires [[Alchemy#Magical Inks|magical inks]] or [[Alchemy#Amalgams|amalgams]] brewed by alchemists.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Inscription:&#039;&#039;&#039; The medium is applied to the base in the form of an inscription representing the magics used: this could be the name (or full vocal component) of the spell; a symbol, pattern or colour representing the spell; the name or image of a god the invoker associates with the spell; or anything else that indicates the intention of the investment. It is not necessary to use [[#Sigilistic Invocation|sigils]] for most items (except sigil stones), but invokers who master the sigils can unlock greater power and versatility through further [[Research|research]].&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Rite:&#039;&#039;&#039; The investment itself takes the form of a [[Rites|rite]]; many invokers inscribe the base as part of the rite, although the inscription can be applied separately beforehand and merely invested in the rite. The standard rites are as listed below.&lt;br /&gt;
&lt;br /&gt;
====Invocation Rites====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rite&lt;br /&gt;
|-&lt;br /&gt;
| [[Invest Scroll]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Invest Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Invest Talisman]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Invest Trinket]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sigilistic Invocation==&lt;br /&gt;
&lt;br /&gt;
For all standard investments other than sigil stones, any representation of the magics invoked will suffice as an &#039;&#039;&#039;inscription&#039;&#039;&#039;; but to unlock the full potential of invocation, the magician must use the &#039;&#039;&#039;sigils&#039;&#039;&#039;, the ancient language of symbols discovered by the fae at the dawn of creation.&lt;br /&gt;
&lt;br /&gt;
To inscribe a sigil stone – or any invocation item one wishes to invest using the sigils – requires the correct combination of sigils for any given investment. Some combinations are well known; others are yet to be unlocked.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Spell !! Names of Sigils !! Sigils&lt;br /&gt;
|-&lt;br /&gt;
| [[Aura of Defence]] || Elemental, War, Mastery || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - War.png|frameless|40x40px]][[File:Sigil - Mastery.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fear]] || Spirit, War || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - War.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fumble]] || Corporeal, Corruption || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Corruption.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lesser Healing]] || Corporeal, Creation || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Creation.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mend]] || Elemental, Artifice || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - Artifice.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paralysis]] || Corporeal, Solid, Stasis || [[File:Sigil - Corporeal.png|frameless|40x40px]][[File:Sigil - Solid.png|frameless|40x40px]][[File:Sigil - Stasis.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Repel]] || Elemental, Movement || [[File:Sigil - Elemental.png|frameless|40x40px]][[File:Sigil - Movement.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sleep]] || Spirit, Mastery, Stasis || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - Mastery.png|frameless|40x40px]][[File:Sigil - Stasis.png|frameless|40x40px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Reading]] || Spirit, Hope || [[File:Sigil - Spiritual.png|frameless|40x40px]][[File:Sigil - Hope.png|frameless|40x40px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once an invoker has identified the correct combination of sigils to represent the spell itself, further [[Research|research]] can find sigils to enhance the investment: adding multiple charges, increasing the duration of the spell, triggering automatically when the inscription is broken or touched, altering the spell’s effects or even devising new effects entirely. Some sigils will require more than the standard amount of ink, or even require special inks that require separate research.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Rites&amp;diff=3429</id>
		<title>Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Rites&amp;diff=3429"/>
		<updated>2024-09-13T21:21:06Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Preparing the Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rites are magical ceremonies with longer or more dramatic effects. As well as taking rather longer than spells – all rites are at least two minutes long – rites always require the expenditure of some material resources as well as [[Magic#Magic Points|magic points]], and the ceremonial preparation of a space in which to work the magic.&lt;br /&gt;
&lt;br /&gt;
[[Invocation]], [[Ritual Magic]] and the various Greater [[Spellcasting]] and [[Conjunctional Magic]] skills all provide knowledge of a number of rites.&lt;br /&gt;
&lt;br /&gt;
Detailed descriptions of all rites can be found in the [[Rites List]]. &lt;br /&gt;
&lt;br /&gt;
==Preparing the Space==&lt;br /&gt;
&lt;br /&gt;
The caster must prepare an area as part of the rite, marking it with appropriate lines, patterns or symbols using the &#039;&#039;&#039;materials&#039;&#039;&#039; below. This can include drawing an unbroken circle, especially when raising a ward. This consumes some material resources, mostly [[Crafting#Crafting Materials|produced by crafters]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Sphere / Skill / Effect !! Minimum Material Cost&lt;br /&gt;
|-&lt;br /&gt;
| Corporeal || One unit of ash&lt;br /&gt;
|-&lt;br /&gt;
| Elemental || One unit of sand&lt;br /&gt;
|-&lt;br /&gt;
| Spiritual || One unit of chalk&lt;br /&gt;
|-&lt;br /&gt;
| Fundamental || One unit of powdered gemstone&lt;br /&gt;
|-&lt;br /&gt;
| Demonology || One unit of powdered dye&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy|| One unit of powdered bone&lt;br /&gt;
|-&lt;br /&gt;
| Thaumaturgy || One unit of powdered metal&lt;br /&gt;
|-&lt;br /&gt;
| Invocation || By sphere of effect&lt;br /&gt;
|-&lt;br /&gt;
| Ritual Magic || One unit of powdered gemstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The cost for [[Rites List#Ritual Magic|ritual magic rites]] is for rites performed outside the ritual circle; the [[Rituals#The Ritual Circle|ritual circle]] itself already has a permanent boundary and does not require preparation (although ritualists usually make a point of ceremonially “cleansing” the circle in lieu of preparing a space). &lt;br /&gt;
&lt;br /&gt;
The material costs for [[Rites List#Invocation|invocation rites]] depend on the sphere of the effect, e.g. investing a wand with the corporeal spell &#039;&#039;[[Fumble]]&#039;&#039; requires a circle of ash.&lt;br /&gt;
&lt;br /&gt;
More powerful or complex rites may require other materials, including candles, incense, ink, scroll paper or other items.&lt;br /&gt;
&lt;br /&gt;
==The Performance==&lt;br /&gt;
&lt;br /&gt;
The rite itself is an improvised performance, expressing the caster’s intention and describing how  they are achieving the effect (e.g. where they’re drawing power from and channeling it to, what form it will take and what it will do). &lt;br /&gt;
&lt;br /&gt;
Rites should strongly reflect the caster’s magical method, showcasing their personality and beliefs.&lt;br /&gt;
&lt;br /&gt;
There are three lengths of rite, reflecting the power and complexity of the intended effect. Rites should begin and end in sight of a referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of Rite !! Length !! Examples&lt;br /&gt;
|-&lt;br /&gt;
| Very Short || 30 seconds || Simple blessings and enhancements&lt;br /&gt;
|-&lt;br /&gt;
| Short || 2 minutes || Complex blessings and enhancements and simple invocations&lt;br /&gt;
|-&lt;br /&gt;
| Average || 5 minutes || Major summoning and binding rites and complex invocations&lt;br /&gt;
|-&lt;br /&gt;
| Long || 10 minutes || Rituals&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A rite must as a minimum include the relevant [[Spellcasting#The Spheres|sphere indicator]] and state the desired objective in order to take effect. Rites can incorporate music, movement, props and participation by the subject and audience.&lt;br /&gt;
&lt;br /&gt;
By default, short and average rites are performed by one magician alone; some rites may be performed by multiple magicians pooling their power, or magicians may [[research]] group versions of existing rites. A [[Rituals|ritual]] is a long rite performed collaboratively by a group of magicians in a place of power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advice for Performing Rites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some players may feel overwhelmed by the thought of performing a minutes-long rite, but with practice it can become second nature. Keep these tips in mind:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Planning:&#039;&#039;&#039; Make a mental list of what your rite needs to include: preparing the space, expressing your intentions, describing how you’re achieving them, mentioning the relevant sphere(s), etc.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Structure:&#039;&#039;&#039; Have a rough outline in mind. Three-part “beginning, middle and end” structures are always helpful; one common approach with rites is, “Say what you’re going to do, say what you’re doing, say what you’ve done.”&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Participation:&#039;&#039;&#039; If the rite has a subject, get them involved: add question-and-answer elements or simple choreography. Discuss with them what you’d like them to do in advance.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Props:&#039;&#039;&#039; Be sure to incorporate the required materials into the performance. Consider using ceremonial tools (staves, rods, knives or masks), musical instruments, candles or incense or other props, even if not required.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Outcome==&lt;br /&gt;
&lt;br /&gt;
At the end of the rite, the attending referee will administer any effects, including handing over an &#039;&#039;&#039;effect card&#039;&#039;&#039; to the subject if needed. The standard effects of a rite are automatic (provided the caster meets the minimum requirements for the rite and spends the required magic points), but based on the strength of the caster’s performance and the quality of their cosmological knowledge, the referee may grant additional benefits.&lt;br /&gt;
&lt;br /&gt;
==Rites and Research==&lt;br /&gt;
&lt;br /&gt;
A character with a relevant spellcasting skill may spend [[Character Progression#Study Units|study units]] to [[Research|research]] rites related to that skill, provided they have selected that skill as one of their three [[Character Progression#Study Paths|study paths]].&lt;br /&gt;
&lt;br /&gt;
Several of the rites in the [[Rites List|rites list]], marked with an asterisk (*), aren’t available with starting skills, but are included as initial projects for research.&lt;br /&gt;
&lt;br /&gt;
[[Magician|Magicians]] can also invent rites not listed here, including rites to summon or create more powerful supernatural creatures, bind creatures into physical objects or to invest thaumaturgical devices or other items. Some progression paths are suggested under &#039;&#039;[[Magician#Magician Study Paths|Magician Study Paths]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Magicians may also research improved versions of any rite they know, with longer duration, multiple subjects, or more potent or versatile effects, e.g. &#039;&#039;[[Regeneration]]&#039;&#039; may be improved to allow the subject to heal multiple locations simultaneously, or &#039;&#039;[[Resilience]]&#039;&#039; may be improved so that the subject can use charges interchangeably to resist fear or mind effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Improved and new rites are likely to have magical and [[Rites#Preparing the Space|material costs]] above the minimum.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Spellcasting&amp;diff=3428</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Spellcasting&amp;diff=3428"/>
		<updated>2024-09-13T21:14:22Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* The Spheres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells are simple, reliable incantations – taking only a few seconds to perform – that can be used at any time and place and with no preparation, requiring only [[Magic#Magic Points|magic points]] to fuel them.&lt;br /&gt;
&lt;br /&gt;
The various [[Corporeal Spellcasting|Corporeal]], [[Elemental Spellcasting|Elemental]] and [[Spiritual Spellcasting]], [[Demonology]], [[Necromancy]] and [[Thaumaturgy]] skills all provide knowledge of many spells. Many spellcasting skills also include knowledge of several [[Rites]].&lt;br /&gt;
&lt;br /&gt;
==The Spheres==&lt;br /&gt;
&lt;br /&gt;
The three spellcasting skills are based on the three &#039;&#039;&#039;spheres&#039;&#039;&#039; of influence.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal:&#039;&#039;&#039; Corporeal spells and rites affect the bodies of living and unliving creatures, healing their injuries, boosting or undermining their health or affecting the functions of the limbs, senses and organs.&lt;br /&gt;
:*&#039;&#039;&#039;Elemental:&#039;&#039;&#039; Elemental spells and rites alter the properties of matter and the forces of the natural world, burning, breaking, mending or transforming objects, or inciting or hindering movement.&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual:&#039;&#039;&#039; Spiritual spells and rites wield the esoteric powers of the mind and soul, influencing thoughts, feelings and actions, interacting with the world of the unseen, or appealing to the fickle powers of destiny.&lt;br /&gt;
&lt;br /&gt;
A handful of &#039;&#039;&#039;fundamental&#039;&#039;&#039; spells either transcend these boundaries or relate to magic itself. They are independent of these spheres – any spellcaster can learn or cast them.&lt;br /&gt;
&lt;br /&gt;
==Basic Spellcasting Rules==&lt;br /&gt;
&lt;br /&gt;
:*The caster must be conscious to cast any spell. &lt;br /&gt;
:*A spellcaster may not cast &#039;&#039;&#039;exalted&#039;&#039;&#039; spells in any armour, &#039;&#039;&#039;greater&#039;&#039;&#039; spells in &#039;&#039;&#039;medium&#039;&#039;&#039; armour, or any spells in &#039;&#039;&#039;heavy&#039;&#039;&#039; armour, without a special ability to do so.&lt;br /&gt;
:*The caster must be able to see or perceive their target (either mundanely or via spells such as [[Detect Spirits]]), who must be within range. &lt;br /&gt;
:*They must express their intent via the spell’s vocal component – and if casting a &#039;&#039;&#039;combat spell&#039;&#039;&#039;, they must conclude the vocals with the appropriate [[Calls#Effect Calls|call]] given in the spell description. &lt;br /&gt;
:*The caster must complete the vocals to cast the spell; if the caster stops or falters, or is incapacitated, the spell does not occur. &lt;br /&gt;
:*The caster must clearly indicate their target, by pointing and if necessary by spoken description (e.g. “The person in the red tabard!”) or name if known.&lt;br /&gt;
:*The effects of the spell occur immediately after the vocals are completed, unless specified otherwise in the spell description. One common exception is offensive touch spells (below).&lt;br /&gt;
:*Every spell has a cost in [[Magic#Magic Points|magic points]]. The caster must track the expenditure as soon as practical after casting the spell, ideally within sight of the attending referee.&lt;br /&gt;
&lt;br /&gt;
====Touch Spells====&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells (i.e. &#039;&#039;&#039;combat&#039;&#039;&#039; spells with a range of &#039;&#039;&#039;touch&#039;&#039;&#039;) such as &#039;&#039;[[Wounding]]&#039;&#039; and &#039;&#039;[[Paralysis]]&#039;&#039; are a general exception to the rule that spells occur at the end of the vocals.&lt;br /&gt;
&lt;br /&gt;
On completing the vocals of such a spell, the caster may “hold” the spell in their hand for &#039;&#039;&#039;up to fifteen seconds&#039;&#039;&#039;, to get into position to deliver the attack. They complete the spell by touching their target, accompanied with the spell’s [[Calls#Effect Calls|call]]. If the caster does not deliver the effect within those fifteen seconds, the spell is wasted (along with the magic points).&lt;br /&gt;
&lt;br /&gt;
Touch spells may be &#039;&#039;&#039;[[Combat#Countering|countered]]&#039;&#039;&#039; at any point in the window between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
&lt;br /&gt;
==Default Limitations==&lt;br /&gt;
&lt;br /&gt;
Every spell has specific limitations: maximum effective range and duration, maximum size of target, etc. These limitations are listed with each spell description, but with specified exceptions, most spells conform to the following.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spell Level !! Lesser !! Greater !! Exalted&lt;br /&gt;
|-&lt;br /&gt;
| Range || 30ft/10m || 30ft/10m || 60ft/20m&lt;br /&gt;
|-&lt;br /&gt;
| Duration || 30 seconds || 30 seconds || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| Size || One handed weapon, shield (except for kite or tower shields) or the armour on a single location other than the torso || One handed weapon, shield (except for kite or tower shields) or the armour on a single location other than the torso || Person sized object, polearm, kite or tower shield, or full suit of armour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Objects made up of smaller parts, but generally treated as a single whole (e.g. as a chain shirt is made of links, or an axe is made of a striking head and a shaft) are treated as one object for the purpose of size limitations; in objects consisting of multiple separate or easily removable parts (e.g. as an alchemy laboratory consists of mortar and pestle, flasks and alembics, etc.), the parts are treated as separate objects. Please apply common sense, or ask for a referee ruling in cases where you are uncertain.&lt;br /&gt;
&lt;br /&gt;
By default, any [[Equipment and Resources#Enchantment and Investment|enchanted item]] (including an item temporarily enchanted by e.g. the spell &#039;&#039;[[Elemental Weapon]]&#039;&#039;) is immune to &#039;&#039;&#039;lesser&#039;&#039;&#039; and &#039;&#039;&#039;greater&#039;&#039;&#039; spells that directly affect them, i.e. by damaging, transforming or enhancing them. &#039;&#039;&#039;Cold iron&#039;&#039;&#039; items are immune even to &#039;&#039;&#039;exalted&#039;&#039;&#039; spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour&#039;&#039;&#039; is a special case of the default mass rule: a full suit of armour may be treated as either one person-sized object &#039;&#039;or&#039;&#039; six location-sized objects for various spells, regardless of how many parts it’s actually made of.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Creature vs. Object&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some spells target &#039;&#039;&#039;creatures&#039;&#039;&#039;, some target &#039;&#039;&#039;objects&#039;&#039;&#039;, some both; and some have different effects depending on whether the target is a creature or an object. So what’s the difference?&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;creature&#039;&#039;&#039; is any living or unliving being (including supernatural beings such as demons, undead and constructs), while an &#039;&#039;&#039;object&#039;&#039;&#039; is any inanimate thing. For simplicity’s sake, assume anything represented in the game by a person (whether a player or a member of crew) and moving around is a creature.&lt;br /&gt;
&lt;br /&gt;
Once a creature has been killed or destroyed, its remains become an object.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vocal Component==&lt;br /&gt;
&lt;br /&gt;
A spell’s &#039;&#039;&#039;vocal component&#039;&#039;&#039; (or &#039;&#039;&#039;vocals&#039;&#039;&#039;) must be clearly spoken out loud. Ideally the target should hear it, with the exception of delayed spells or &#039;&#039;&#039;covert spellcasting&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every spell description includes a recommended vocal component, but individual casters may alter these words, or replace them with other wording altogether, provided they meet these requirements.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Power:&#039;&#039;&#039; More powerful spells must begin with an indicator of the spell’s power, i.e. &#039;&#039;&#039;greater&#039;&#039;&#039; spells open with the words “By my power” and &#039;&#039;&#039;exalted&#039;&#039;&#039; spells with the words “By my exalted might.”&lt;br /&gt;
:*&#039;&#039;&#039;Sphere:&#039;&#039;&#039; Spells must begin with an indicator of their sphere, i.e. &#039;&#039;&#039;corporeal&#039;&#039;&#039; spells should call on “Life,” &#039;&#039;&#039;elemental&#039;&#039;&#039; spells should address “the Elements” and &#039;&#039;&#039;spiritual&#039;&#039;&#039; spells should appeal to “the Spirits.” &#039;&#039;&#039;Conjunctional&#039;&#039;&#039; magic spells should mention both relevant spheres.&lt;br /&gt;
:*&#039;&#039;&#039;Length:&#039;&#039;&#039; A spell’s vocal component should take about 3 seconds to recite.&lt;br /&gt;
:*&#039;&#039;&#039;Effect:&#039;&#039;&#039; Spells should conclude with the name of the spell; &#039;&#039;&#039;combat spells&#039;&#039;&#039; specifically must end with the spell’s [[Calls#Effect Calls|call]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Hilda Stormcrow, a worshipper of Odin, casts the spell &#039;&#039;Elemental Bolt&#039;&#039; with the vocals “By my power and the power of the Elements, I call on Odin Glad-of-War to burn thee – Elemental Bolt.”&lt;br /&gt;
&lt;br /&gt;
====Covert Spellcasting====&lt;br /&gt;
&lt;br /&gt;
It is possible to cast a spell &#039;&#039;covertly&#039;&#039;, speaking the vocal component of the spell too quietly for the target to hear. All limitations (i.e. range, mass etc.) still apply, and the caster must still speak audibly, if softly. The caster will need to alert a referee of their intention to cast covertly, and cast the spell within the referee’s hearing. The referee will then inform the target of the spell’s casting and effects.&lt;br /&gt;
&lt;br /&gt;
The target is aware that a spell has been cast on them, and may &#039;&#039;&#039;resist&#039;&#039;&#039; or &#039;&#039;&#039;counter&#039;&#039;&#039; it if they are able to do so, but they do not know where the spell came from.&lt;br /&gt;
&lt;br /&gt;
==Sorcery==&lt;br /&gt;
&lt;br /&gt;
At higher levels of skill, spellcasters start to become attuned to the spheres of magic they wield, moving beyond simply casting spells and rites to channeling power directly through their bodies. Known as &#039;&#039;&#039;sorcery&#039;&#039;&#039;, these gifts include special defences and extraordinary feats.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal Sorcery:&#039;&#039;&#039; Corporeal sorcerers draw on the Fountain of Life to speed up their own body’s [[Fast Healing|healing]], shrug off [[Corporeal Resistance|diseases and poisons]] or [[Diamond Body|harden their body]] against lethal attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Elemental Sorcery:&#039;&#039;&#039; The gifts available to elemental sorcerers draw on individual elements: Air to grant [[Gift of Air|free movement]], Earth to make them [[Gift of Earth|immovable]], Water to [[Gift of Water|transform things]] in their hands and Fire to [[Gift of Fire|channel spells]] through their weapons.&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Sorcery:&#039;&#039;&#039; Spiritual sorcerers can [[Unbreakable Will|shield their minds]] from influence, tap into the web of fate to [[Blessing of Chance|make themselves fortunate]], or [[Oracle|call to the spirits]] for inspiration or guidance.&lt;br /&gt;
&lt;br /&gt;
Sorcery abilities are bought as skills, through experience or training; all sorcery skills have the corresponding Greater Spellcasting skill as a prerequisite. All spells are listed in the [[Spell List]]. [[Research]] can unlock new and different abilities.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=LARP_Weapons&amp;diff=3427</id>
		<title>LARP Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=LARP_Weapons&amp;diff=3427"/>
		<updated>2024-09-13T21:06:05Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Bow Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign uses special foam and latex melee weapons and low-power bows and crossbows, collectively known as &#039;&#039;&#039;LARP weapons&#039;&#039;&#039;. These weapons must be constructed to strict guidelines, which are regularly reviewed and updated to reflect changes in the industry. Guidelines are available on request from Curious Pastimes, either in person at the Game Organisation Desk or by email at &#039;&#039;&#039;info@curiouspastimes.co.uk&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Suitable weapons are available to buy from traders on site at every Curious Pastimes event. They are also widely available online, although players are advised to visit one of Curious Pastimes’ social media spaces to be directed to known and trusted vendors. &lt;br /&gt;
&lt;br /&gt;
LARP weapons degrade with use and over time, eventually becoming unsafe. To maximise their lifespan, weapons should be cleaned and protected after every event and stored flat in a cool, dry place.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
&lt;br /&gt;
Specific safety rules apply to the following weapons:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Bows and Crossbows:&#039;&#039;&#039; Every bow or crossbow must be tested for draw weight and issued a poundage card, which must be affixed to the weapon at all times.&lt;br /&gt;
:*&#039;&#039;&#039;Flails and Exotic Weapons:&#039;&#039;&#039; Any flail or other non-standard LARP weapon must be examined and approved by the head weapons checker before it may be used at any Curious Pastimes event – even if identical to another weapon that has previously been approved.&lt;br /&gt;
:*&#039;&#039;&#039;Stab-Safe Weapons:&#039;&#039;&#039; Any stab-safe [[Weapon Categories|spear or polearm]] must be weapons checked and issued with a white ribbon by a referee, which must be affixed near the head at all times. &lt;br /&gt;
:*&#039;&#039;&#039;Thrown Weapons:&#039;&#039;&#039; Special rules apply to the construction of thrown weapons; weapons suitable for melee combat are never suitable for throwing, and vice versa.&lt;br /&gt;
&lt;br /&gt;
===Forbidden Weapons===&lt;br /&gt;
&lt;br /&gt;
The following weapons are &#039;&#039;not&#039;&#039; permitted:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Cold Climate Weapons:&#039;&#039;&#039; Weapons made for the Northern European market are typically made of lower-density foam, for outdoor use in a colder climate. These weapons are unsafe for use in the warmer British summer.&lt;br /&gt;
:*&#039;&#039;&#039;Comedy Weapons:&#039;&#039;&#039; Even if constructed to the required standards, unrealistic weapons such as rubber chickens, fish or wedges of cheese should never be used in combat. This restriction doesn’t apply to unlikely but plausible weapons such as LARP-safe frying pans or broken bottles.&lt;br /&gt;
:*&#039;&#039;&#039;Guns and Black Powder Weapons:&#039;&#039;&#039; Black powder doesn’t – and will not ever – exist in the world of the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign.&lt;br /&gt;
:*&#039;&#039;&#039;Stab-Safe Swords:&#039;&#039;&#039; Regardless of construction, no swords – nor any weapon not properly weapons checked and tagged with a ribbon – may be used for thrusting attacks.&lt;br /&gt;
&lt;br /&gt;
===Weapons Checking===&lt;br /&gt;
&lt;br /&gt;
Every weapon must be examined by an authorised &#039;&#039;&#039;weapons checker&#039;&#039;&#039; every event before it may be used in combat, and again immediately before every skirmish or battle. Staff members will coordinate a general check of all weapons in every camp at the relevant times. Weapons cannot be approved outside events, based on a photograph or description, but must be checked in person.&lt;br /&gt;
&lt;br /&gt;
If a weapon is found unsafe, it will be returned to its wielder with a red tag affixed to it, with an explanation of why it has failed. The weapon must then be put safely out of reach (ideally out of the play area entirely) and may not be used in combat until it has been corrected and re-checked. Any decision may be appealed to a weapons checking lead; ultimately, the head weapons checker has final authority over all matters of weapon safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Weapons may become damaged, or degrade to the point of becoming unsafe, during the course of the event. It is the wielder’s responsibility to get their weapon re-checked if unsure, or simply take it out of play immediately, even if it has previously been passed at the same event.&lt;br /&gt;
&lt;br /&gt;
===Bow Safety===&lt;br /&gt;
&lt;br /&gt;
Anybody wishing to use a bow or crossbow of any description must possess a &#039;&#039;&#039;Bow Safety Licence&#039;&#039;&#039;, which they must carry on their person and present on demand. Licences are awarded after a bow safety test, which takes the form of a short training session and a demonstration of safe bow use. Sessions take place at every Curious Pastimes event; players may enquire at the Game Organisation Desk for times and locations. Licences last for a maximum of three years.&lt;br /&gt;
&lt;br /&gt;
Any member of staff can assign an archer one or two strikes for unsafe bow use, which they will record on the back of their licence and report to the bow safety team. An archer with two strikes may no longer use a bow or crossbow of any description until they have attended a new bow safety test. In extreme cases, an archer may be banned from using bows and crossbows altogether.&lt;br /&gt;
&lt;br /&gt;
Every bow must also have a &#039;&#039;&#039;Bow Poundage Card&#039;&#039;&#039; attached to it. This lets referees know that the bow has been tested and is in line with Curious Pastimes rules.&lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;Bow Safety Licences&#039;&#039;&#039; and &#039;&#039;&#039;Poundage Cards&#039;&#039;&#039; are issued at our Bow Safety Tests held at every event. If you change your bow or your licence expires, you will need to attend one of these sessions to be issued new cards.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=3426</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=3426"/>
		<updated>2024-09-13T20:40:29Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some characters and monsters have abilities with in-game effects (inflicting damage, disorienting or incapacitating the target, etc.) that need to be immediately and clearly conveyed to the target in combat. These effects are usually communicated through a &#039;&#039;&#039;call&#039;&#039;&#039;, a short (generally one- or two-word) phrase with a specific mechanical effect. The following general rules apply to calls:&lt;br /&gt;
&lt;br /&gt;
:*Calls should be loud and clear, and easy to distinguish from in-character dialogue. Where necessary, the speaker should also indicate the intended target, by pointing and if necessary description (e.g. “The person in the red tabard!”).&lt;br /&gt;
:*Attacks may have multiple calls, which should be given in the order &#039;&#039;&#039;&#039;&#039;Strength&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;damage type, damage indicator, effect, poison or disease&#039;&#039;&#039;.&lt;br /&gt;
:*In general, participants should avoid using more than &#039;&#039;&#039;three calls&#039;&#039;&#039; on any one attack, even if they are entitled to using more, and may never use more than one [[#Damage Indicator|damage indicator]] – try and judge which call or calls are best applied to a given attack.&lt;br /&gt;
:*Poison and disease calls can never be stacked with magical calls (whether damage or effects).&lt;br /&gt;
:*Arrows and crossbow bolts automatically bypass armour – the attacker does not need to call &#039;&#039;Through&#039;&#039;. Aside from this, these weapons cannot be accompanied by any calls.&lt;br /&gt;
:*Calls are an &#039;&#039;&#039;out of character&#039;&#039;&#039; mechanic. With the exception of spellcasting, listeners should assume the call was not spoken in character.&lt;br /&gt;
:*Players must &#039;&#039;never&#039;&#039; use a call that they have not been specifically authorised to use (e.g. because they have a relevant skill). Calls are an integral part of the rules, and misusing them can disrupt play and impact other participants’ games.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength&#039;&#039; should be called first on any attack, before any damage, effect, poison or disease call.&lt;br /&gt;
&lt;br /&gt;
Any blow knocks the target off their feet, causing them to fall to the ground, unless the target is also capable of continuously calling &#039;&#039;Strength&#039;&#039;. The knockdown effect (but not any damage) applies even if the attack is blocked or parried, or strikes their weapon or shield. &lt;br /&gt;
&lt;br /&gt;
This call does not have any damaging effect; if it is not paired with other damage indicators, &#039;&#039;Strength&#039;&#039; inflicts a single normal hit as per a standard attack with a mundane weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Mundane Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Mundane Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have substantially the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
Any blow with the call &#039;&#039;Strength&#039;&#039; knocks the target over, even if parried or blocked, while a blow with the call &#039;&#039;Mundane Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
Characters able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) are themselves unaffected by &#039;&#039;Strength&#039;&#039; calls, but are not immune to &#039;&#039;Mundane Strike Down&#039;&#039; unless they have an ability that says they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength&#039;&#039; always reflects that the attacker is either very large or very physically powerful, while &#039;&#039;Mundane Strike Down&#039;&#039; usually represents special training in techniques to trip or overbear the opponent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grappling With Strength====&lt;br /&gt;
&lt;br /&gt;
A character able to call &#039;&#039;Strength&#039;&#039; continuously (e.g. for one minute, or permanently, rather than a number of calls per day) can also use this call to &#039;&#039;&#039;[[Combat#Grappling|grapple]]&#039;&#039;&#039; a target on their own, without requiring three people. In turn, such a character may only themselves be grappled by three other characters with &#039;&#039;&#039;Strength&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The call may have other effects in play, e.g. a character capable of calling &#039;&#039;Strength&#039;&#039; may be able to lift and carry a heavy stone unassisted. Relevant phys reps will either have signs explaining any effects, or will be attended by a referee.&lt;br /&gt;
&lt;br /&gt;
====Attacking Weapons With Strength====&lt;br /&gt;
&lt;br /&gt;
Anyone using the &#039;&#039;Strength&#039;&#039; call is asked not to use the call when aiming for weapons; they must e.g. knock a defender’s weapon aside (carefully) &#039;&#039;without&#039;&#039; calling &#039;&#039;Strength&#039;&#039;, then step inside the defender’s guard and follow up with a &#039;&#039;Strength&#039;&#039; attack aimed at the defender themselves.&lt;br /&gt;
&lt;br /&gt;
For ease of refereeing, however, the target must take the effect of any &#039;&#039;Strength&#039;&#039; attack that connects with their weapon or shield, regardless of the attacker’s intention.&lt;br /&gt;
&lt;br /&gt;
A player or monster found repeatedly treating this as a “loophole” – i.e. deliberately attacking weapons with the &#039;&#039;Strength&#039;&#039; call knowing the target has to take the effect – may have the privilege of using the call taken away.&lt;br /&gt;
&lt;br /&gt;
==Damage Calls==&lt;br /&gt;
&lt;br /&gt;
An attack that bypasses defences or causes more damage than a normal blow uses a &#039;&#039;&#039;damage call&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are two types of damage calls: &#039;&#039;&#039;damage type&#039;&#039;&#039; and &#039;&#039;&#039;damage indicator&#039;&#039;&#039;. Many special attacks include at least one of each, e.g. a wraith’s enervating touch calls &#039;&#039;Spirit Through&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Damage calls apply to any successful weapon blow or touch attack. If the attack misses, or is parried or blocked, it has no effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Magical and Mundane Damage Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally, if a damage call includes a magical damage type (i.e. &#039;&#039;Corporeal&#039;&#039;, &#039;&#039;Elemental&#039;&#039;, &#039;&#039;Spiritual&#039;&#039; or &#039;&#039;Artefact&#039;&#039;) and any damage indicator, the damaging effect is assumed to be magical in nature, e.g. an &#039;&#039;Elemental Crush&#039;&#039; axe might be wreathed in magical flame that burns as it cleaves, while a wraith touching for &#039;&#039;Spirit Through&#039;&#039; reaches through the target’s armour with its ethereal grasp. &lt;br /&gt;
&lt;br /&gt;
If a damage call does not include one of those types, then the damage is assumed to be mundane in nature, e.g. a rogue calls &#039;&#039;Through&#039;&#039; with a dagger by finding gaps in armour, while a great beast calls &#039;&#039;Strength Crush&#039;&#039; due to its sheer brute power.&lt;br /&gt;
&lt;br /&gt;
This has no particular mechanical effect, but can inform how to interpret any attack’s effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Damage Type====&lt;br /&gt;
&lt;br /&gt;
An attack’s &#039;&#039;&#039;damage type&#039;&#039;&#039; reflects the source of the damage, including the sphere(s) of magic powering it or the material from which the weapon is made. An attack might have multiple damage types, e.g. a spear invested with a bound demon might call &#039;&#039;Elemental Spirit&#039;&#039;, while a mace crafted from silver and enchanted to kill ghouls might call &#039;&#039;Silver Corporeal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These calls don’t affect how much damage the attack does – the target’s immunities or vulnerabilities, if any, determine how they’re affected. A player character on the receiving end of one of these calls is unlikely to need to account for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Weapons with the magical damage calls &#039;&#039;Corporeal&#039;&#039;, &#039;&#039;Elemental&#039;&#039;, &#039;&#039;Spiritual&#039;&#039; and &#039;&#039;Artefact&#039;&#039; cannot carry [[#Poisons and Diseases|poisons]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Silver || The weapon is made from a silver alloy. These weapons are said to be effective against creatures whose nature is divided or changing, such as shapeshifters.&lt;br /&gt;
|-&lt;br /&gt;
| Cold Iron || Weapons fashioned from this rare, costly metal are believed to be effective against very strongly magical creatures, such as fae and magical beasts.&lt;br /&gt;
|-&lt;br /&gt;
| Corporeal || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| Elemental || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| Spirit || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, devils and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| Artefact || The weapon is one of a handful of potent weapons of myth, charged with corporeal, elemental and spiritual magic all at once. It is said that even the gods themselves can be hurt by artefact weapons…&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Weapons Made of Other Materials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A handful of weapons exist in the game that are made of gold, or the exotic ore known as “star metal”; many, of course, are made of wood or bone. No standard monsters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign have any specific vulnerability to these weapons, so there is generally no need to call, e.g. &#039;&#039;Gold&#039;&#039; or &#039;&#039;Bone&#039;&#039; in combat. Any encounter- or event-specific exceptions will be communicated to players ahead of time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Damage Indicator====&lt;br /&gt;
&lt;br /&gt;
An attack’s &#039;&#039;&#039;damage indicator&#039;&#039;&#039; reflects how harmful it is: depending on the call, an attack might bypass armour, devastate the location struck or merely stun the target without doing lasting hurt. No attack call can include more than &#039;&#039;one&#039;&#039; damage indicator.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Through || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|physical hit]] to the location struck, leaving the armour undamaged. Arrows and bolts inflict &#039;&#039;Through&#039;&#039; damage by default, and there is no need to make the call when attacking with these weapons. &lt;br /&gt;
|-&lt;br /&gt;
| Crush|| One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|armour hits]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero physical hits, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| Wounding|| One blow with this attack bypasses any armour and reduces the location struck to zero physical hits, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| Smite|| One blow with this attack reduces the location to zero armour hits &#039;&#039;and&#039;&#039; zero physical hits, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| Fatal|| One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero physical hits, incapacitating all locations and triggering the target’s [[Combat#Incapacitation and Death|death count]], and leaving the armour undamaged. This call may be accompanied by &#039;&#039;Smite&#039;&#039; (i.e. &#039;&#039;Fatal Smite&#039;&#039;) – most often for siege weapons or similarly overwhelming attacks – in which case the attack reduces all locations to zero armour hits &#039;&#039;and&#039;&#039; zero physical hits. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| Subdual || The target of this attack is dazed or stunned rather than injured; their armour is disarrayed rather than damaged. Effects are as per a normal attack, but all physical hits are recovered automatically after two minutes, and all armour hits may be restored by a few seconds’ roleplaying adjusting and retightening straps. A character whose head or torso location has been incapacitated by &#039;&#039;Subdual&#039;&#039; damage is unconscious rather than mortally wounded. Subdual damage can be healed with the &#039;&#039;[[Recovery]]&#039;&#039; spell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Powerful Foes and Damage Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a rule, most players, non-player characters and monsters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign are reduced to zero physical hits by the calls &#039;&#039;Crush&#039;&#039;, &#039;&#039;Wounding&#039;&#039;, &#039;&#039;Smite&#039;&#039; and &#039;&#039;Fatal&#039;&#039; as described above, but some exceptionally strong or magically powerful creatures are so resilient that these calls injure them without incapacitating them outright. Staff members and volunteers will be briefed how to take such calls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ranged Damage Indicator====&lt;br /&gt;
&lt;br /&gt;
These special damage indicators are used at range, to represent offensive spells (e.g. a necromancer’s withering hex) or equivalent magical attacks (e.g. a dragon’s vile breath). &lt;br /&gt;
&lt;br /&gt;
Like spells and other [[#Effect Calls|effect calls]], a ranged damage call invariably hits its target, as long as it is within range, and cannot be “dodged” or “parried” except by certain special abilities. It can be [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]] as appropriate.&lt;br /&gt;
&lt;br /&gt;
Ranged damage calls may be given as area or cone effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Bolt || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|physical hits]] to every location, and knocks the target over per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of 30ft/10m.&lt;br /&gt;
|-&lt;br /&gt;
| Blast || The attack bypasses any armour, inflicts five physical hits to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of 60ft/20m.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged damage calls will usually be accompanied by a magical damage type (e.g. &#039;&#039;Spirit Bolt&#039;&#039; or &#039;&#039;Elemental Blast&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
====Countering Damage Calls====&lt;br /&gt;
&lt;br /&gt;
Magical damage calls (i.e. those with the [[#Damage Type|damage types]] &#039;&#039;Corporeal&#039;&#039;, &#039;&#039;Elemental&#039;&#039;, &#039;&#039;Spiritual&#039;&#039; or &#039;&#039;Artefact&#039;&#039;) can be [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]] similarly to spells as follows:&lt;br /&gt;
&lt;br /&gt;
:*Magical &#039;&#039;Through&#039;&#039;, &#039;&#039;Crush&#039;&#039;, &#039;&#039;Wounding&#039;&#039; and &#039;&#039;Bolt&#039;&#039; calls can be resisted with [[Resist Magic]] or countered with &#039;&#039;[[Greater Countermagic]]&#039;&#039; as though they were &#039;&#039;&#039;greater spells&#039;&#039;&#039;.&lt;br /&gt;
:*Magical &#039;&#039;Smite&#039;&#039;, &#039;&#039;Fatal&#039;&#039; and &#039;&#039;Blast&#039;&#039; can be resisted with [[Resist Exalted Magic]] or countered with &#039;&#039;[[Nullify]]&#039;&#039; as though they were &#039;&#039;&#039;exalted spells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Countering or resisting the call prevents the special effects of that call from taking place, but (where the call is delivered with a weapon) doesn&#039;t stop the weapon blow itself; the target will still sustain one normal hit from the attack.&lt;br /&gt;
&lt;br /&gt;
Mundane damage calls (i.e. those without any of the four magical damage types listed above) cannot be resisted or countered in this way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: This rule will be subject to playtesting and review over the Winter 2024-Spring 2025 season and is subject to change.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Mass Effects====&lt;br /&gt;
&lt;br /&gt;
Some powerful effects, accompanied by the call &#039;&#039;Mass&#039;&#039;, apply to groups of targets. &#039;&#039;Mass&#039;&#039; calls apply to everyone within a radius of the target. &lt;br /&gt;
&lt;br /&gt;
:*Mass versions of &#039;&#039;&#039;lesser&#039;&#039;&#039; effects (e.g. &#039;&#039;Mass Strike Down&#039;&#039;) affect everyone within 30ft/10m of the target.&lt;br /&gt;
:*Mass versions of &#039;&#039;&#039;greater&#039;&#039;&#039; effects (e.g. &#039;&#039;Mass Elemental Bolt&#039;&#039;) affect everyone within 10ft/3m of the target.&lt;br /&gt;
&lt;br /&gt;
Each character targeted by a mass spell can [[Combat#Countering|counter]] or [[Combat#Resistance|resist]], for themselves only, at the original level of the effect.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A character in the area of a &#039;&#039;Mass Confusion&#039;&#039; effect can defend themselves with &#039;&#039;[[Countermagic]]&#039;&#039; or throw it off with the skill [[Iron Will]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to counter the effect for &#039;&#039;&#039;all&#039;&#039;&#039; targets, even with &#039;&#039;[[Nullify]]&#039;&#039; – this requires a special item or ability.&lt;br /&gt;
&lt;br /&gt;
==Effect Calls==&lt;br /&gt;
&lt;br /&gt;
Ideally, all players should aim to familiarise themselves with all the spells in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign (see &#039;&#039;[[Spell List]]&#039;&#039;), but much of the time, the caster or an attending referee can explain any effects the target is unfamiliar with. The exceptions are &#039;&#039;&#039;combat spells&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard damage calls or the following list of &#039;&#039;&#039;effect calls&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Effect calls may also be used to convey a special ability or supernatural power. These calls are grouped by sphere; effects are assumed to be magical unless accompanied by the call &#039;&#039;[[#Special Modifiers|Mundane]]&#039;&#039;, or the calls [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]]. Each has a default level (lesser, greater or exalted), indicating how hard they are to counter or resist.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A basilisk’s petrifying attack uses the call &#039;&#039;Paralysis&#039;&#039;&lt;br /&gt;
:*A vampire’s hypnotic gaze uses the &#039;&#039;Enthral&#039;&#039; call, or&lt;br /&gt;
:*A cloud of soporific spores uses &#039;&#039;Poison Sleep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]] for range, duration and maximum size of target.&#039;&#039;&#039; Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
====Effects as Weapon or Touch Calls====&lt;br /&gt;
&lt;br /&gt;
One special example is calling an effect with a weapon blow or touch (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow). In this case, the effect’s usual range obviously doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
An effect call given with a touch or weapon attack only has effect on a successful blow (i.e. not parried or blocked). Effect calls have effect even if the damage is stopped by the target’s armour (unless accompanied by the calls &#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
An effect given with a touch or weapon attack only affects the target struck even if the call would normally apply against multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====Fundamental Effects====&lt;br /&gt;
&lt;br /&gt;
The following effect is always magical and fundamental in nature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Disenchantment || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call Extension, below). This effect does not function on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Corporeal Effects====&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by another sphere indicator or the &#039;&#039;Mundane&#039;&#039; call, all the following effects are assumed to be magical and corporeal in nature.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Blinding || Greater || The target creature is blinded for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. Please exercise caution when taking this effect: if it is not safe to close your eyes, just roleplay being unable to see.&lt;br /&gt;
|-&lt;br /&gt;
| Fumble || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| Mute || Lesser || The target creature may not make any vocal sounds for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Paralysis || Greater || The target creature cannot move, act or make a noise for 30 seconds, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| Retribution || Lesser || The target of this spell receives one point of &#039;&#039;Corporeal Through&#039;&#039; damage on the equivalent location for every blow they strike upon another creature (even those stopped by armour) for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elemental Effects====&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by another sphere indicator or the &#039;&#039;Mundane&#039;&#039; call, all the following effects are assumed to be magical and elemental in nature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Disintegrate || Exalted || The target item is &#039;&#039;&#039;[[Equipment and Resources#Damaged and Broken Items|destroyed]]&#039;&#039;&#039; utterly beyond repair. This spell &#039;&#039;does&#039;&#039; function on magical items, but &#039;&#039;not&#039;&#039; on [[Equipment and Resources#Artefacts|artefacts]].&lt;br /&gt;
|-&lt;br /&gt;
| Entangle || Lesser || The target creature is rooted to the spot for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. They may take any action that does not require moving their legs. Characters able to continuously call &#039;&#039;Strength&#039;&#039; are unaffected.&lt;br /&gt;
|-&lt;br /&gt;
| Flare || Greater || &#039;&#039;&#039;Three&#039;&#039;&#039; adjacent target creatures are temporarily blinded (per &#039;&#039;[[#Corporeal Effects|Blinding]]&#039;&#039;) for &#039;&#039;&#039;five seconds&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| Heat Object|| Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers &#039;&#039;&#039;2 physical hits&#039;&#039;&#039;, bypassing armour, as though struck twice by the call &#039;&#039;Elemental Through&#039;&#039;, after every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; they remain in contact. This spell does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| Magnetise || Greater || The target item is drawn immediately to the ground and cannot be moved for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. This spell does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| Repel || Lesser || The target creature or object is forced away from the caster in a straight line for 10ft/3m, stopping only if they come into contact with a solid obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Shatter || Lesser || The target item is shattered into several pieces and [[Equipment and Resources#Damaged and Broken Items|damaged]]. The prop must be immediately dropped, or its mechanical effects ignored if not easily dropped. The item may not be used again until repaired. This spell does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| Strike Down || Lesser || The target creature is knocked off their feet. Effects are as per the call &#039;&#039;[[#Strength|Strength]]&#039;&#039;, except that creatures able to continuously call &#039;&#039;Strength&#039;&#039; are &#039;&#039;&#039;not&#039;&#039;&#039; automatically immune to this effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Replacing Damaged Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a battlefield, a player may replace a damaged, broken or destroyed item (e.g. by the spells &#039;&#039;[[Shatter]]&#039;&#039; or &#039;&#039;[[Disintegrate]]&#039;&#039;) by “looting a corpse.” This requires around 30 seconds’ roleplay, rummaging around the ground where the corpses of slain monsters are presumably lying, after which the player may resume using their own phys rep. The replacement item is always of [[Equipment and Resources#Equipment Quality|standard quality]] and materials, with no enchantment or other special properties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Spiritual Effects====&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by another sphere indicator or the &#039;&#039;Mundane&#039;&#039; call, all the following effects are assumed to be magical and spiritual in nature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Command || Lesser || The target creature must obey the specified &#039;&#039;&#039;one-word&#039;&#039;&#039; command (which must be a verb, e.g. “run,” “dance,” “kneel”) to the best of their ability for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. The target is free to take any other action that doesn’t prevent them obeying the command. Any physical blow or magical attack breaks the spell immediately.&lt;br /&gt;
|-&lt;br /&gt;
| Confusion || Lesser || The target creature is disorientated and confused for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. They may parry or block attacks, but not attack, cast spells or use any abilities themselves.&lt;br /&gt;
|-&lt;br /&gt;
| Enthral || Lesser || The target creature remains enthralled by the caster for as long the caster speaks to the target in meaningful sentences. The target will follow the caster at a normal walk unless they are visibly leading them into danger. Any damage to the caster or target breaks the spell.&lt;br /&gt;
|-&lt;br /&gt;
| Fear || Lesser || The target creature must flee from the caster as fast as they can for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;; if cornered or grappled, the target must cower on the spot.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep || Greater || The target creature instantly falls into a deep sleep and remains in this state for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. If the target is deliberately awakened or takes any damage, the spell is broken.&lt;br /&gt;
|-&lt;br /&gt;
| Suggestion || Greater || As per &#039;&#039;Command&#039;&#039;, but the caster can give a command up to &#039;&#039;&#039;eight words&#039;&#039;&#039; in length.&lt;br /&gt;
|-&lt;br /&gt;
| Spirit Wrack || Exalted || The target creature’s spirit is attacked, causing them intense suffering for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. The target may decide how to roleplay this effect – e.g. writhing in screaming agony on the floor, curling up in a silent ball, moaning in dread and horror – but they are unable to speak, act or defend themselves for the duration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Possession====&lt;br /&gt;
&lt;br /&gt;
Some intangible spirits such as ghosts or familiars are able to step into another creature’s form and take over, supplanting the resident spirit. The staff member playing the spirit will indicate this by placing a hand on (or over) the target’s shoulder and calling &#039;&#039;Possession&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This can be [[Combat#Resistance|resisted]] by the skill [[Iron Will]] or [[Combat#Countering|countered]] as if it were a greater spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least 10 minutes.&lt;br /&gt;
&lt;br /&gt;
While the possessing spirit is in control, they can move the host’s body as if it were their own, but cannot cause it to take any action that will directly harm it – if they attempt to do so, the possession immediately ends. They can use any skill the spirit knows, but cannot access the &#039;&#039;host’s&#039;&#039; skills or memories unless the host is willing. The host is conscious throughout the possession and remembers what happened when the possession ends.&lt;br /&gt;
&lt;br /&gt;
While in possession, the spirit is not visible to the spell &#039;&#039;[[Detect Spirits]]&#039;&#039;, but can be detected by the spells &#039;&#039;[[Spirit Reading]]&#039;&#039; and &#039;&#039;[[Discern Spiritual Nature]]&#039;&#039;. They can be targeted by any relevant Banish spell or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling &#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039; injures the spirit as well as the host. If the host is incapacitated, the possession immediately ends. By default, possession has no time limit; to end the effect, the spirit must be destroyed or driven out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;&#039;Constructs&#039;&#039;&#039;, who are normally immune to all spiritual effects, can still be possessed (if anything, their lack of a spirit ensures there is no resistance).&lt;br /&gt;
&lt;br /&gt;
====Body Effects, Mind Effects and Fear====&lt;br /&gt;
&lt;br /&gt;
These rules sometimes use the terms &#039;&#039;&#039;body effect&#039;&#039;&#039;, &#039;&#039;&#039;mind effect&#039;&#039;&#039; and &#039;&#039;&#039;fear effects&#039;&#039;&#039;. For clarification:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Body effects&#039;&#039;&#039; are spells and calls that hinder the target’s limbs or senses but don’t cause damage, such as &#039;&#039;[[Blinding]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Mute]]&#039;&#039; and &#039;&#039;[[Paralysis]]&#039;&#039;. The skill [[Iron Body]] can be used to resist any of these effects, whether magical or mundane, unless caused by poison or disease.&lt;br /&gt;
:*&#039;&#039;&#039;Mind effects&#039;&#039;&#039; are spells and effects that influence the target’s thoughts or emotions but don’t cause damage, such as &#039;&#039;[[Befriend]]&#039;&#039;, &#039;&#039;[[Command]]&#039;&#039;, &#039;&#039;[[Confusion]]&#039;&#039;, &#039;&#039;[[Distract]]&#039;&#039;, &#039;&#039;[[Enthral]]&#039;&#039;, &#039;&#039;[[False Memory]]&#039;&#039;, &#039;&#039;[[Forget]]&#039;&#039;, &#039;&#039;[[#Possession|Possession]]&#039;&#039;, &#039;&#039;[[Sleep]]&#039;&#039; and &#039;&#039;[[Suggestion]]&#039;&#039;. The skill [[Iron Will]] can be used to resist any of these effects, whether magical or mundane, unless caused by poison or disease.&lt;br /&gt;
:*&#039;&#039;&#039;Fear&#039;&#039;&#039; is a special mind effect, which must be resisted with [[Fearlessness]] rather than [[Iron Will]].&lt;br /&gt;
&lt;br /&gt;
====Effects Without Calls====&lt;br /&gt;
&lt;br /&gt;
Not all effects use calls. Many [[Spellcasting|spells]], potions, [[Poison and Disease|poisons]] and crafted items have more complex effects that need to be explained to the subject, and event- or plot-specific effects may only appear in the game for a short term, making it impractical to introduce a specific call.&lt;br /&gt;
&lt;br /&gt;
Non-standard effects are described by a referee at the time they are used. Some effects without calls can still be [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:“You feel apprehensive and twitchy as long as you are in this shrine” (can be resisted by [[Iron Will]]).&lt;br /&gt;
:“For ten minutes after touching the tree you feel weak and achy; you can’t run, and can only block or parry in battle” (can be resisted by [[Iron Body]]).&lt;br /&gt;
&lt;br /&gt;
====Special Modifiers====&lt;br /&gt;
&lt;br /&gt;
In general, aside from how the effect should be narrated or roleplayed, the rules for any effect call are exactly the same as the spell, including range, duration, resistance, or any limitations as above. Where it differs from the spell in any way, the person using the effect (or the attending referee) will explain at the time. Some common modifiers are listed below. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Mundane:&#039;&#039;&#039; The named effect may not be [[Combat#Countering|countered]] by a spellcaster, nor [[Combat#Resistance|resisted]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skills [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. Relevant immunities work as normal against mundane attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Irresistible:&#039;&#039;&#039; The named effect may not be [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]] by any means. Immunity works as normal against irresistible attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Extended:&#039;&#039;&#039; The named spell or effect’s duration is increased to &#039;&#039;&#039;ten minutes&#039;&#039;&#039;, or longer as indicated (e.g. &#039;&#039;Extended Confusion, One Hour&#039;&#039;).&lt;br /&gt;
:*&#039;&#039;&#039;Mass:&#039;&#039;&#039; The named effect is applied to every character within a radius around the designated target (generally, a referee will relay the call from the centre of the area). By default, a mass lesser spell applies in a 30ft/10m radius, while a mass greater spell applies in a 10ft/3m radius. See &#039;&#039;[[#Mass Effects|Mass Effects]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Special Rules for Mundane Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The call &#039;&#039;Mundane&#039;&#039; indicates that the named effect is non-magical in origin, e.g. a duellist can disarm their opponent with a flick of their sword, calling &#039;&#039;Mundane Fumble&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some mundane effects impose specific restrictions on the attacker, like a &#039;&#039;Mundane Strike Down&#039;&#039; attack that must be aimed at the legs, or a &#039;&#039;Mundane Shatter&#039;&#039; ability that only works on shields. It is always up to the &#039;&#039;&#039;attacker&#039;&#039;&#039; to remember and apply these restrictions, never the &#039;&#039;&#039;target&#039;&#039;&#039;: if a character with a &#039;&#039;Mundane&#039;&#039; attack unintentionally fails to meet this restriction (e.g. they aim an attack at the target’s leg, but the target moves and takes the blow on their back), the call still takes effect.&lt;br /&gt;
&lt;br /&gt;
As with [[#Attacking Weapons With Strength|attacking weapons with &#039;&#039;Strength&#039;&#039;]], any fighter caught treating this as a “loophole” and persistently ignoring the restrictions on a &#039;&#039;Mundane&#039;&#039; ability may have it removed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poisons and Diseases==&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; calls apply to any successful blow to an &#039;&#039;&#039;unarmoured&#039;&#039;&#039; hit location, to any blow to a location with no remaining armour hits, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:*Attacks that hit an &#039;&#039;&#039;armoured&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have no effect.&lt;br /&gt;
:*If a &#039;&#039;Poison&#039;&#039; attack hits an armoured location, or is blocked or parried, the dose of poison is expended.&lt;br /&gt;
&lt;br /&gt;
Some poisons, and all diseases, must first be [[Cure Disease|cured]] or [[Purge Poison|purged]], or the wound [[Cleanse Wound|cleaned]], before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured or purged unless certain special conditions are met. These afflictions can be [[Combat#Resistance|resisted]] normally; the restriction only applies to curing them if not resisted. A referee will generally be on hand to administer any effects.&lt;br /&gt;
&lt;br /&gt;
All poisons and diseases can be resisted with the skills [[Resist Poison]] and [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Weapons with magical damage calls (i.e. those with the [[#Damage Type|damage types]] &#039;&#039;Corporeal&#039;&#039;, &#039;&#039;Elemental&#039;&#039;, &#039;&#039;Spiritual&#039;&#039; or &#039;&#039;Artefact&#039;&#039;) cannot carry poisons. This restriction doesn’t apply to touch attacks (including the spell &#039;&#039;[[Poisoning]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Poison Name !! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Acid Kiss || Poison || This poison inflicts one hit to the location struck every ten seconds for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit &#039;&#039;&#039;ten seconds&#039;&#039;&#039; after contact. Damage applies to [[Combat#Armour Hits|armour hits]] (if any) first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|physical hits]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and repaired as normal. Acid Kiss can be cleaned or cured as per any poison; in addition, if the location is washed with a cupful of water, the venom stops working after &#039;&#039;&#039;thirty seconds&#039;&#039;&#039; (i.e. three hits).&lt;br /&gt;
|-&lt;br /&gt;
| Bitter Kiss || Poison || Reduces the location struck to zero physical hits instantly, [[Combat#Incapacitation and Death|incapacitating]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| Corrupted Wound || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[Cleanse Wound|cleaned]] or the disease is [[Cure Disease|cured]].&lt;br /&gt;
|-&lt;br /&gt;
| Disease [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be resisted by the skill [[Resist Disease]]. By default, diseases require curing by the spell &#039;&#039;[[Cure Disease]]&#039;&#039; or equivalent ability to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| Poison [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be resisted by the skill [[Resist Poison]]. By default, poisons with effect calls do &#039;&#039;not&#039;&#039; require purging, but elapse in the usual timescale for the effect call (although they may be purged to end the effects early). More complex poisons, including those that must be purged, do not use effect calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defence Calls==&lt;br /&gt;
&lt;br /&gt;
Certain spells, skills and other abilities allow characters to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] effects, or render them [[Combat#Immunity|immune]], indicated by one of the below calls.&lt;br /&gt;
&lt;br /&gt;
All defence calls must be given during or immediately after the spell or effect to be countered or resisted.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name of Defence !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Countermagic || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) is prevented from occurring. If called against a &#039;&#039;&#039;mass&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| Nullify || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039;, &#039;&#039;&#039;greater&#039;&#039;&#039; or &#039;&#039;&#039;exalted&#039;&#039;&#039; spell (or equivalent magical effect) is prevented from occurring. If called against a &#039;&#039;&#039;mass&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| Resist|| The character calling this defence shrugs off the indicated spell or effect; the defence does not prevent the effect from occurring, but the character calling this defence is unaffected.&lt;br /&gt;
|-&lt;br /&gt;
| Defend Others || The character calling this defence, who must be within 5 ft (1.5 m) of the target of the effect, becomes the target in their place. The new target may not counter or resist the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| Reflect || The indicated lesser or greater spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a mass spell or effect (p. 00), only the effect on the character calling this defence is reflected.&lt;br /&gt;
|-&lt;br /&gt;
| No Effect || The character calling this defence is wholly unaffected by the indicated spell or effect; the defence does not prevent the effect from occurring, but the character calling this defence is unaffected.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3424</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3424"/>
		<updated>2024-09-13T20:31:23Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Dangerous Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or place it safely out of the way if items cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to, for example, die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour normally protects against thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Some bestial monsters have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and note their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves at events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3423</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3423"/>
		<updated>2024-09-13T20:28:49Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or place it safely out of the way if items cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to, for example, die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour normally protects against thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Some bestial monsters have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and note their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3417</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3417"/>
		<updated>2024-09-13T20:21:34Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Claws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or place it safely out of the way if items cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to, for example, die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour normally protects against thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Some bestial monsters have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and record their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3414</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3414"/>
		<updated>2024-09-13T20:18:25Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Thrown Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or place it safely out of the way if items cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to, for example, die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour normally protects against thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Bestial monsters which have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and record their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3413</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3413"/>
		<updated>2024-09-13T20:15:58Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Incapacitation and Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or place it safely out of the way if items cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to, for example, die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour protects against thrown weapons normally.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Bestial monsters which have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and record their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3412</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=3412"/>
		<updated>2024-09-13T20:11:42Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Armour Hits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a light contact game, in which participants fight with [[LARP Weapons|specially-made weapons]], following strict rules to minimise the risk of harm.&lt;br /&gt;
&lt;br /&gt;
Every character can automatically fight with a single &#039;&#039;&#039;small&#039;&#039;&#039; or &#039;&#039;&#039;one-handed weapon&#039;&#039;&#039;. Fighting with other weapons or a shield, or using a bow, a crossbow or thrown weapon, requires the relevant character skill.&lt;br /&gt;
&lt;br /&gt;
There is no one correct fighting technique, although participants are expected to fight theatrically. Over-rapid “drum-rolling” in particular is not permitted; a good guideline is to launch one attack per second or so with a melee weapon (or every five seconds with a touch attack).&lt;br /&gt;
&lt;br /&gt;
Participants must fight safely, including &#039;&#039;&#039;pulling their blows&#039;&#039;&#039; before connecting, so that the weapon lands with a light but perceptible tap; &#039;&#039;&#039;thrusting attacks&#039;&#039;&#039; are strictly forbidden except with approved &#039;&#039;&#039;[[#Stab-Safe Weapons|stab-safe weapons]]&#039;&#039;&#039;. A list of [[#Dangerous Play|behaviours considered dangerous]] is provided at the end of this page.&lt;br /&gt;
&lt;br /&gt;
Players who are new to LARP or unsure how to fight safely, as well as attending the new player briefing at their first event, can ask a referee to arrange some basic training.&lt;br /&gt;
&lt;br /&gt;
==Hit Locations==&lt;br /&gt;
&lt;br /&gt;
For combat purposes, the body is divided into six locations: &lt;br /&gt;
&lt;br /&gt;
:*Each of the &#039;&#039;&#039;arms&#039;&#039;&#039; up to the shoulders&lt;br /&gt;
:*Each of the &#039;&#039;&#039;legs&#039;&#039;&#039; up to the hips&lt;br /&gt;
:*The &#039;&#039;&#039;head&#039;&#039;&#039; including the neck&lt;br /&gt;
:*The &#039;&#039;&#039;torso&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Damage to each location is tracked separately, and persists from one encounter to the next, unless healed or repaired.&lt;br /&gt;
&lt;br /&gt;
By default, a single blow from a weapon that lands on the target’s body inflicts one &#039;&#039;&#039;hit&#039;&#039;&#039; of damage to that location; damage is inflicted to the target’s &#039;&#039;&#039;[[#Armour Hits|armour hits]]&#039;&#039;&#039; first, then to their &#039;&#039;&#039;[[#Physical Hits|physical hits]]&#039;&#039;&#039;. Some special attacks may inflict more damage per the relevant [[Calls|damage call]].&lt;br /&gt;
&lt;br /&gt;
==Physical Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s physical hits are the number of normal blows required to incapacitate a given unarmoured location. By default, every character has &#039;&#039;&#039;one physical hit per location&#039;&#039;&#039;; the [[Body Development]], [[Greater Body Development]] and [[Exceptional Body Development]] skills grant additional hits, as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Body Development !! Physical Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 1&lt;br /&gt;
|-&lt;br /&gt;
| Body Development || 2&lt;br /&gt;
|-&lt;br /&gt;
| Greater Body Development || 3&lt;br /&gt;
|-&lt;br /&gt;
| Exceptional Body Development || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various enchantments, potions and other enhancements can add further hits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some rare monsters are magically protected (or even physically intangible) and cannot be hurt &#039;&#039;at all&#039;&#039; by mundane weapons. Such creatures can always be hurt by some means, usually magical damage or weapons made of particular metals.&lt;br /&gt;
 &lt;br /&gt;
More monsters have &#039;&#039;&#039;partial immunity&#039;&#039;&#039;; it’s much &#039;&#039;easier&#039;&#039; to kill them with the right source of damage, but enough mundane damage will eventually wear them down. Participants playing such monsters will be briefed on how to track damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Hits==&lt;br /&gt;
&lt;br /&gt;
A character’s armour hits are the number of normal blows their armour can absorb before becoming useless. There are [[Armour Categories|three levels of armour]]. Wearing armour of any weight requires the relevant skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level of Armour !! Armour Hits per Location&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| Light Armour || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium Armour || 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Armour || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The skill [[Armour Proficiency]] increases this protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t grant any extra protection – only the heaviest visible layer applies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Renna the Relentless has [[Greater Body Development]] and the [[Heavy Armour]] skill and wears plate armour, giving her three physical hits and four armour hits. In the first wave of a battle, she sustains one axe blow to the head, damaging her helmet, and is shot in the head with an arrow, which bypasses her helmet and inflicts two hits.&lt;br /&gt;
:She now has one physical hit left on her head (having lost two to the arrow), and three armour hits on her helmet (having lost one to an axe blow).&lt;br /&gt;
&lt;br /&gt;
====Representing Armour====&lt;br /&gt;
&lt;br /&gt;
Players must wear a &#039;&#039;&#039;physical representation&#039;&#039;&#039; (or &#039;&#039;&#039;phys rep&#039;&#039;&#039;) of their armour on each location in order to receive protection. Armour must be clearly intended for the purpose – there is no minimum coverage, but it must be obvious to a casual observer that the location is armoured. Protection applies to &#039;&#039;whole&#039;&#039; locations, i.e. the whole of any visibly-armoured location is protected, while the whole of any location not obviously armoured is unprotected.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:A breastplate protects the whole torso, including the back, as it is obviously intended as armour, while leather trousers do not protect the legs at all as they may be intended merely as clothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armour should be of safe, suitable construction, with no sharp edges or protrusions. Helmets must be worn with adequate padding to ensure a secure, comfortable fit, and must not impair the wearer’s hearing or vision – a player whose helmet prevents them from hearing calls or referee instructions may be asked to remove it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Damage Calls and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some attacks – including arrows and crossbow bolts, most offensive spells and various [[Calls|damage calls]] – either bypass armour, or do additional damage, or both.&lt;br /&gt;
&lt;br /&gt;
In turn, enchanted or specially crafted armour or certain skills may negate or modify these calls (e.g. when under the spell &#039;&#039;[[Magic Armour]]&#039;&#039;, arrows, mundane &#039;&#039;Through&#039;&#039; and &#039;&#039;Smite&#039;&#039; attacks and the spell &#039;&#039;[[Elemental Bolt]]&#039;&#039; all damage one’s armour rather than bypassing it). Refer to the spell, skill or item description for relevant effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Healing and Armour Repair==&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;physical hits&#039;&#039;&#039; can be healed by the corporeal spells &#039;&#039;[[Lesser Healing]]&#039;&#039; and &#039;&#039;[[Greater Healing]]&#039;&#039; and &#039;&#039;[[Total Heal]]&#039;&#039;, and by various potions and special abilities that mimic their effects. A character with the [[Surgeon]] skill can restore an &#039;&#039;&#039;[[#Incapacitation and Death|incapacitated]]&#039;&#039;&#039; location to one physical hit in thirty seconds, consuming one [[Surgery Procedures#Surgeon&#039;s Bandages|bandage]].&lt;br /&gt;
&lt;br /&gt;
In many cases, injury from diseases, poisons and curses cannot be healed until the affliction is removed, although some forms of healing overcome this requirement.&lt;br /&gt;
&lt;br /&gt;
Lost &#039;&#039;&#039;armour hits&#039;&#039;&#039; can be repaired in the field by anyone trained to wear the armour, knocking out dents, tugging torn edges over holes and retying broken straps, etc. A character can repair another character’s armour while worn, but must remove their own armour to repair it. Repair takes about two minutes’ suitable roleplay and restores a whole suit of armour to full effectiveness.&lt;br /&gt;
&lt;br /&gt;
A character with the [[Blacksmith]] skill can repair the armour on one location to full hits in fifteen seconds, consuming one [[Crafting Designs#Armour Staples|armour staple]], or a full suit of armour in thirty seconds, consuming three armour staples. The elemental spell &#039;&#039;[[Mend]]&#039;&#039; restores the armour on one location to full hits instantly, and the spell &#039;&#039;[[Repair]]&#039;&#039; restores a whole suit.&lt;br /&gt;
&lt;br /&gt;
==Incapacitation and Death==&lt;br /&gt;
&lt;br /&gt;
If any location is reduced to &#039;&#039;&#039;zero physical hits&#039;&#039;&#039;, it is &#039;&#039;&#039;incapacitated&#039;&#039;&#039;. Some effects (such as [[Beggars Poison]]) may incapacitate a location without inflicting damage.&lt;br /&gt;
&lt;br /&gt;
A character whose &#039;&#039;&#039;arm&#039;&#039;&#039; is incapacitated must immediately drop anything held in that hand (or placed safely out of the way if they cannot be safely dropped, e.g. a fragile object in a battle), and must allow the arm to hang limply at their side, not using it for any purpose, until healed. &lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;leg&#039;&#039;&#039; is incapacitated, they must immediately fall to that knee. They may not hop, but may crawl, or hobble slowly with another person’s support. If both legs succumb, they must fall to the floor, and are reduced to dragging themselves along the ground or being carried.&lt;br /&gt;
&lt;br /&gt;
If their &#039;&#039;&#039;head&#039;&#039;&#039; or &#039;&#039;&#039;torso&#039;&#039;&#039; is incapacitated, they are &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and dying. They fall unconscious, immediately collapsing to the floor, and must start a silent two-minute &#039;&#039;&#039;death count&#039;&#039;&#039;. After two minutes, unless they are being kept alive by some means (such as the corporeal spell [[Sanctuary]] or the equivalent use of the [[Surgeon]] skill) or their mortal wound has begun receiving some form of healing, the character dies. A referee may mark the player’s character card on their character’s death, particularly during battles or skirmishes, but this isn’t necessary.&lt;br /&gt;
&lt;br /&gt;
The player may represent their own corpse for a short while, so that their friends can react to their death (unless instructed otherwise by a referee, e.g. after an assassination), but should withdraw and go out of character as soon as practical. At that time all items and in character money on their person should be handed to a referee or taken to the Game Organisation Desk.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Multiple Mortal Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a character has mortal wounds to &#039;&#039;both&#039;&#039; the head and torso, their death count continues until both locations have begun being healed. This generally doesn’t concern greater spellcasters or more skilled surgeons, who can heal all locations simultaneously, but less skilled healers may have to choose between healing one location or keeping the patient alive per [[Sanctuary]], if time is pressing. It is entirely possible for a character to e.g. die of a chest wound even as a healer tends to their split skull.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specific Combat Rules==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons or special abilities, or actions other than standard attacks such as grappling an enemy, or finishing off a fallen foe.&lt;br /&gt;
&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
&lt;br /&gt;
A successful blow from an arrow or bolt inflicts &#039;&#039;&#039;two hits&#039;&#039;&#039; of damage that &#039;&#039;bypasses&#039;&#039; ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give – and cannot use – any [[Calls|attack calls]].&lt;br /&gt;
&lt;br /&gt;
An arrow hit will break the concentration of any magician who is casting a spell. The spell is uncast, but the [[Magic#Magic Points|magic points]] are not lost, as the spell has not been completed. If not incapacitated, the caster may start casting again, but any interruption of this type will take 5 seconds of recovery time before a new spell can be cast.&lt;br /&gt;
&lt;br /&gt;
Every bow or crossbow must have a [[LARP Weapons#Bow Safety|poundage card]] affixed to it at all times. Other rules apply to archery, including safe bow use and good conduct, which are available through bow safety training.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[LARP Weapons]]&#039;&#039; for more information on Bow Safety.&lt;br /&gt;
&lt;br /&gt;
====Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
A successful blow from a thrown weapon inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; of damage. Unlike arrows and crossbow bolts, armour protects against thrown weapons normally.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons may use &#039;&#039;&#039;attack calls&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Stab-Safe Weapons====&lt;br /&gt;
&lt;br /&gt;
Specially-constructed stab-safe weapons with collapsing heads may be used to make &#039;&#039;&#039;thrusting&#039;&#039;&#039; attacks in combat, provided they have been [[LARP Weapons#Weapons Checking|checked]] and issued a &#039;&#039;&#039;white ribbon&#039;&#039;&#039;. It is the wielder’s responsibility to ensure that their weapon has been checked; they may not assume a weapon with a ribbon is safe to use. Standard rules for skill and handedness apply, and stab-safe weapons may also be used for swinging attacks or to parry attacks as normal.&lt;br /&gt;
&lt;br /&gt;
Thrusts should be pulled, as with any other attack, and the wielder must keep control of the weapon; neither hand should slide along the shaft, and deliberate “pool-cueing” especially is forbidden. The head is a legitimate location to hit, but the wielder must avoid stabbing targets in the face if possible. If in doubt, do not make the attack.&lt;br /&gt;
&lt;br /&gt;
Special rules apply to wielding a long weapon with a shield: a character with the [[Shield]] skill may wield a stab-safe weapon of between 42”/102cm and 72”/180cm length one-handed, holding the weapon roughly halfway along its length, with a shield in the other hand. When fighting with a weapon over 42”/105cm long held this way, the wielder may only make thrusting attacks, and may not use it to parry.&lt;br /&gt;
&lt;br /&gt;
====Siege Weapons====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Weapons&#039;&#039;&#039; have special requirements to use, including minimum crews and the skills [[Siege Weapons]] and [[Siege Engineer]], detailed on a card attached to the weapon. In some cases, interested players will be asked to attend a short training session ahead of a battle before they may crew the weapons; this will be communicated to faction camps beforehand.&lt;br /&gt;
&lt;br /&gt;
Siege Weapons inflict significantly more damage than regular attacks, and may have other effects. A referee will always be on hand to give [[Calls|damage calls]] and otherwise convey effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Attack Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Exceptional attacks (e.g. by very strong, highly trained or supernatural combatants, with specially crafted or enchanted weapons, or by weapons carrying blade venoms or infections) may be accompanied by some combination of &#039;&#039;&#039;[[Calls|calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Most calls take effect on any successful (i.e. not blocked or parried) blow, but [[Calls#Poisons and Diseases|poison and disease]] calls (other than &#039;&#039;Acid Kiss&#039;&#039;) only take effect on a blow to an unarmoured location – or a location with no remaining armour hits – while &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried! In all cases, a blow that misses altogether has no effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Monster Attacks==&lt;br /&gt;
&lt;br /&gt;
Most monsters are armed with weapons as above in the same way as player characters, but a few make attacks in other ways, including with claws, magically-charged touch attacks or other ways.&lt;br /&gt;
&lt;br /&gt;
It’s possible for player characters to acquire some of these attacks in play, including through special research or training, ritual enchantment and other means.&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
&lt;br /&gt;
Bestial monsters which have claws as part of their costume, which function as weapons. Curious Pastimes’ [[LARP Weapons|LARP weapon construction guidelines]] include guidelines for claws.&lt;br /&gt;
&lt;br /&gt;
Claws are part of the creature’s body, and are unaffected by the spells &#039;&#039;[[Shatter]]&#039;&#039;, &#039;&#039;[[Fumble]]&#039;&#039;, &#039;&#039;[[Magnetise]]&#039;&#039; and &#039;&#039;[[Heat Object]]&#039;&#039;, unless otherwise specified. The striking part of the prop can parry attacks as a weapon, takes no damage from weapon blows and is unaffected by poisons etc., but any blow to the rest of the prop (i.e. where it straps to the forearm) counts in all respects as an attack to the limb.&lt;br /&gt;
&lt;br /&gt;
====Touch Attacks====&lt;br /&gt;
&lt;br /&gt;
Some magically powerful creatures can inflict harm with a mere touch. Such attacks will always be accompanied by a call. Note that as with other types of attack, any effect call (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a [[Calls#Damage Calls|damage call]], touch attacks inflict no damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;Elemental Through&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by the damage call &#039;&#039;Through&#039;&#039;) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;Paralysis&#039;&#039;, which does no damage (as there is no damage call).&lt;br /&gt;
&lt;br /&gt;
Touch attacks should be exaggerated and deliberate, and much slower than weapon blows; a good guideline is to launch one touch attack every five seconds or so. Touch attacks should make &#039;&#039;brief&#039;&#039; contact, keeping conscious of safety and personal comfort. Participants found slapping, poking or clutching their targets or otherwise acting unsafely, may have the privilege of using the attack withdrawn.&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Attacks====&lt;br /&gt;
&lt;br /&gt;
A small number of monsters are briefed with unusual attacks, such as a vampire’s bite or a water elemental’s drowning power. To make such an attack, the monster places a hand on (or over) the target hit location and mimes the attack, describing what they are doing and stating any relevant effect. Note that a bite attack can only be administered to a helpless (e.g. [[#Grappling|grappled]] or [[Calls#Corporeal Effects|paralysed]]) target.&lt;br /&gt;
&lt;br /&gt;
A referee will usually be on hand to clarify the effect and answer any questions. If not instructed otherwise, assume any such attack inflicts one hit of damage, per a normal weapon blow.&lt;br /&gt;
&lt;br /&gt;
==Grappling==&lt;br /&gt;
&lt;br /&gt;
In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.&lt;br /&gt;
 &lt;br /&gt;
To simulate grappling, &#039;&#039;&#039;three characters&#039;&#039;&#039; must place their hands on (or over) a target character’s arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.&lt;br /&gt;
&lt;br /&gt;
Special grappling rules apply to characters with the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Friendly Grappling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. As such, provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is &#039;&#039;&#039;never&#039;&#039;&#039; permitted in any battle or skirmish, even between consenting participants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
&lt;br /&gt;
Rather than waiting for them to expire, a character may dispatch a dying foe with one dramatic, simulated blow to their head or chest (taking particular care given their opponent is already on the ground and can’t move with the blow), coupled with the call &#039;&#039;Execute&#039;&#039;. The target, provided they are already &#039;&#039;&#039;mortally wounded&#039;&#039;&#039; and not under the effects of the &#039;&#039;[[Sanctuary]]&#039;&#039; spell, is immediately killed with no death count.&lt;br /&gt;
&lt;br /&gt;
If the target is &#039;&#039;not&#039;&#039; mortally wounded (e.g. grappled, playing possum, unconscious, paralysed or similarly afflicted) they take a &#039;&#039;&#039;single hit&#039;&#039;&#039; as normal but are otherwise unaffected (a staged scene in which e.g. a convicted criminal is beheaded before a baying crowd may ignore this rule, with the victim’s permission). Creatures with &#039;&#039;&#039;damage immunity&#039;&#039;&#039; are unaffected unless the Execute call is coupled with the appropriate damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Execution must be by a standard (simulated) blow; “throat-cutting” is strictly forbidden.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Dismembering Live Victims&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to sever one of a living &#039;&#039;&#039;monster&#039;&#039;&#039;’s or &#039;&#039;&#039;non-player character&#039;&#039;&#039;’s extremities, or cut out an organ, with [[Surgery#Butchery and Bloodletting|suitable roleplay]], provided they are helpless or unresisting. This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent. Note that removing the heart or head instantly kills the subject, regardless of &#039;&#039;[[Sanctuary]]&#039;&#039; or equivalent effects.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;never permitted to dismember another player character in this way&#039;&#039;&#039;, unless the &#039;&#039;player&#039;&#039; specifically requests it (e.g. making a sacrifice to their god).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting in Combat==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, the caster must recite &#039;&#039;&#039;vocals&#039;&#039;&#039; of suitable length and including the appropriate components, usually ending in the name of the spell. They must clearly indicate the intended target, by pointing and if necessary by verbal description (e.g. “The person in the red tabard!”). Every spell has a casting cost in &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039;; spellcasters must carry some visible way to track their magic.&lt;br /&gt;
&lt;br /&gt;
Spells that are frequently used in combat (tagged as “combat spells” in the spell description) end in a relevant [[Calls#Damage Calls|damage call]] or [[Calls#Effect Calls|effect call]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; spells automatically hit the indicated target (i.e. ranged spells cannot be “dodged” or “blocked” except by certain special abilities) and always have the specified effect unless the spell is countered or resisted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Touch&#039;&#039;&#039; spells require the caster to successfully touch the target at the end of the vocals, or in the 15 seconds after the vocals are completed, to have the specified effect (similar to a &#039;&#039;&#039;touch attack&#039;&#039;&#039;), and &#039;&#039;can&#039;&#039; thus be dodged or blocked.&lt;br /&gt;
&lt;br /&gt;
Spells can be &#039;&#039;&#039;countered&#039;&#039;&#039; by other spellcasters, or &#039;&#039;&#039;resisted&#039;&#039;&#039; with skills such as [[Fearlessness]], [[Iron Body]] or [[Iron Will]]. See &#039;&#039;[[#Countering, Resistance and Immunity|Countering, Resistance and Immunity]]&#039;&#039;, below.&lt;br /&gt;
&lt;br /&gt;
Striking a caster a blow during the casting of a spell does not automatically disrupt the spell: provided the caster has enough hits to withstand the attack, and can complete the spell’s vocals without interruption, the spell is still executed. The exception is hits from [[#Bows and Crossbows|bows and crossbows]].&lt;br /&gt;
&lt;br /&gt;
A caster may &#039;&#039;choose&#039;&#039; to stop casting a spell in the middle of vocals for any reason (e.g. to counter a spell from an enemy caster). The caster need not pay any magic points for the discarded spell.&lt;br /&gt;
&lt;br /&gt;
==Countering, Resistance and Immunity==&lt;br /&gt;
&lt;br /&gt;
There are three main defences against spells and effects: countering, resistance, and immunity.&lt;br /&gt;
&lt;br /&gt;
====Countering====&lt;br /&gt;
&lt;br /&gt;
Spellcasters can counter spells and magical effects with the spells &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; and &#039;&#039;[[Nullify]]&#039;&#039;. It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter mundane effects.&lt;br /&gt;
&lt;br /&gt;
The caster must perform the vocals before or immediately after the target spell or effect call is completed, clearly indicating which spell is being countered. It is not possible to counter two simultaneous spells. If successful, the target spell does not occur at all, although the opposing caster’s [[Magic#Magic Points|magic points]], if any, are still spent. &lt;br /&gt;
&lt;br /&gt;
In the case of &#039;&#039;&#039;mass spells&#039;&#039;&#039;, the spell is countered only for &#039;&#039;&#039;one target&#039;&#039;&#039;; other targets are still affected.&lt;br /&gt;
&lt;br /&gt;
A caster &#039;&#039;can&#039;&#039; counter a spell or effect that would have rendered them unable to cast if not countered (e.g. by silencing or mortally wounding them), since if successful the effect does not occur.&lt;br /&gt;
&lt;br /&gt;
====Resistance====&lt;br /&gt;
&lt;br /&gt;
Various skills allow the character to resist spells, effects, poisons and diseases, including [[Fearlessness]], [[Iron Body]], [[Iron Will]], [[Resist Disease]], [[Resist Poison]], [[Resist Magic]] and [[Resist Exalted Magic]], or more specific abilities like [[Sturdy Shield]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The skills [[Resist Magic]] and [[Resist Exalted Magic]] do not defend against &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
The character is automatically aware of the effect (although not necessarily the source) and may choose whether or not to resist it. They may not resist two simultaneous effects. They must invoke their resistance before or immediately after the attacking spell or effect call is completed and record their use of the ability (all such abilities have a certain number of uses per day). If successful, the spell or effect is still executed, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
As above, a character can resist an ability that would otherwise render them unconscious.&lt;br /&gt;
&lt;br /&gt;
====Immunity====&lt;br /&gt;
&lt;br /&gt;
Some skills temporarily or permanently grant the character &#039;&#039;&#039;total immunity&#039;&#039;&#039; to one specific spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]). Some supernatural monsters may have broader immunities (e.g. constructs have no spirits and thus cannot be affected by mind effects of any sort other than &#039;&#039;[[Calls#Possession|Possession]]&#039;&#039;). The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a special form of immunity, returning effects to their sources.&lt;br /&gt;
&lt;br /&gt;
A character with immunity is simply &#039;&#039;&#039;unaffected&#039;&#039;&#039; by the named effect, calling &#039;&#039;No Effect&#039;&#039;. They cannot choose whether or not to be affected, and their immunity extends to any number of simultaneous effects.&lt;br /&gt;
&lt;br /&gt;
==Dangerous Play==&lt;br /&gt;
&lt;br /&gt;
All participants in any combat at any Curious Pastimes event must endeavour to fight safely, maintaining awareness of their environment and following the directions of all Referees and the Event team.&lt;br /&gt;
&lt;br /&gt;
Any player or staff member found behaving unsafely in combat will be pulled out of combat; any weapon or prop being misused may be confiscated until after the combat has finished. In extreme cases, the offender may be sent off the field or even barred from future events.&lt;br /&gt;
&lt;br /&gt;
Below is a list of examples of dangerous play. Note that this is not an exhaustive list! All participants should exercise common sense – if unsure whether an action is safe or appropriate, don’t do it. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colliding with or leaping at shield users.&#039;&#039;&#039; Line charges are permitted, but attackers must pull up short of collision.&lt;br /&gt;
:*&#039;&#039;&#039;Striking or parrying with anything other than a foam weapon.&#039;&#039;&#039; Bows and crossbows especially must be used exclusively for ranged attacks.&lt;br /&gt;
:*&#039;&#039;&#039;Any form of physical combat.&#039;&#039;&#039; Kicking, punching and martial arts are expressly forbidden. Friendly grappling (p. 00) may be permitted in a controlled environment, but never in a skirmish or battle.&lt;br /&gt;
:*&#039;&#039;&#039;Thrusting with any non-stab-safe weapon.&#039;&#039;&#039; Thrusting attacks may only be made with properly checked stab-safe weapons with prominently displayed ribbons.&lt;br /&gt;
:*&#039;&#039;&#039;Persistently striking other combatants on the head.&#039;&#039;&#039; The head is a legitimate target, and Curious Pastimes recognises that sometimes it’s the only target, but persistently and unnecessarily targeting the head is unsafe.&lt;br /&gt;
:*&#039;&#039;&#039;Engaging in combat while intoxicated.&#039;&#039;&#039; This includes the use of alcohol or any narcotic substances. Intoxicated players and staff members may be asked not to get involved in combat until sober.&lt;br /&gt;
:*&#039;&#039;&#039;Arguing with staff during combat.&#039;&#039;&#039; Staff direction should be followed immediately and without question. Staff are there to ensure the safety and smooth running of combat and will likely have information you do not. It is fine to ask for context after the battle has finished, but in the moment, please do as asked.&lt;br /&gt;
&lt;br /&gt;
Thankfully dangerous play is a rare occurrence at Curious Pastimes events, and is more often the result of genuine ignorance or inexperience than malice. We ask that all customers are aware of how they conduct themselves events, for everybody’s safety and enjoyment.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=3411</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=3411"/>
		<updated>2024-09-13T20:02:09Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Special Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren’t limited to the 20 points worth of skills they start with; over time, they gain new skills or improve on the ones they know, learn new techniques and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign is by three routes: with &#039;&#039;&#039;experience&#039;&#039;&#039;, through &#039;&#039;&#039;training and research&#039;&#039;&#039;, and by becoming a &#039;&#039;&#039;special character&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character masters new challenges, gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of &#039;&#039;&#039;experience points&#039;&#039;&#039; granted after each event. These points may be spent on [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills just as they would at character creation, with similar need to meet any prerequisites and follow any limitations required.&lt;br /&gt;
&lt;br /&gt;
Experience is awarded as follows.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; Experience is only awarded for attending the main events run by Curious Pastimes.&lt;br /&gt;
:*&#039;&#039;&#039;First Event Per Year:&#039;&#039;&#039; After the first event a character attends in a year, they receive &#039;&#039;&#039;5 experience points&#039;&#039;&#039;.&lt;br /&gt;
:*&#039;&#039;&#039;Subsequent Events:&#039;&#039;&#039; For each of the next three events the character attends in a year, they receive &#039;&#039;&#039;1 experience point&#039;&#039;&#039; per event, for a &#039;&#039;&#039;maximum of 8 experience points&#039;&#039;&#039; for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
Experience points may be spent immediately after the event in which they’re earned, or saved up for later use, along with any unspent points from character creation. Any unspent points, whether from experience or left over from character creation, are lost when the character dies or retires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The above rules apply to the &#039;&#039;character&#039;&#039;, not the &#039;&#039;player&#039;&#039; – it’s possible, for example, for a player to receive 5 points four times in a year, if their characters died every event.&lt;br /&gt;
&lt;br /&gt;
==Training and Research==&lt;br /&gt;
&lt;br /&gt;
Characters can also learn new abilities in play, through in character effort. This occurs in one of two ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Training]]:&#039;&#039;&#039; A number of in character organisations, most prominently the [[Other Organisations#The Bastion|Bastion]], offer training in all the standard [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills appearing in this rulebook, as well as some unique skills, and some improvements of archetype skills. Different organisations offer different abilities, but characters may only train in the abilities on offer, never invent their own.&lt;br /&gt;
:*&#039;&#039;&#039;[[Research]]:&#039;&#039;&#039; Characters may research new abilities or techniques (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation. This may include following established techniques already available in game, or forging wholly &#039;&#039;new&#039;&#039; paths – characters are limited only by the laws of the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Abilities learned through study don’t cost experience points, players earn them through in character effort during time-in, tracked via [[Character Progression#Study Units|study units]]. They do, however, have a &#039;&#039;value&#039;&#039; in points, which counts against the character’s [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
Training and research are overseen by dedicated training and research referees. Every project must in the first instance be registered with a relevant referee, although daily progress may be logged with any staff member, except as specified below.&lt;br /&gt;
&lt;br /&gt;
====Study Paths====&lt;br /&gt;
&lt;br /&gt;
Any [[Training]] beyond the standard [[Skills List]], and all [[Research]], advances the character along a &#039;&#039;&#039;study path&#039;&#039;&#039;, a loosely-defined area of knowledge and expertise. All study paths build on [[Character Creation#Archtype Skills|archetype skills]]; some suggested paths are offered within each archetype’s description.&lt;br /&gt;
&lt;br /&gt;
Progress along a study path is measured in a character’s [[#Complexity and Skill Level|skill level]], from novice to master; masters are generally non player characters (although see &#039;&#039;[[#Blaze of Glory|Blaze of Glory]]&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Characters may pursue &#039;&#039;&#039;a maximum of three study paths&#039;&#039;&#039;, which don’t all have to belong to their archetype. They may pursue &#039;&#039;&#039;one&#039;&#039;&#039; study path beyond novice level.&lt;br /&gt;
&lt;br /&gt;
====Study Units====&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called &#039;&#039;&#039;study units&#039;&#039;&#039;. Every character may spend up to 5 study units per day, split any way they wish between projects (e.g. 5 study units on one project, or 2 on one project and 3 on another). Any character may spend a maximum of 70 study units on all projects per year. &lt;br /&gt;
&lt;br /&gt;
Study requires at least 30 minutes of relevant roleplay per project each day, regardless of the number of study units spent; a character focusing on one project need spend only 30 minutes a day on it, while a character splitting their study units on five different projects will need to devote half an hour to each project, for a total of two and a half hours a day.&lt;br /&gt;
&lt;br /&gt;
Unlike experience, study units cannot be saved up; if a character doesn’t do any research or training roleplay on a particular day, they spend no study units that day. If a player completes the required roleplay but is unable to find a referee to log study units on the day, the relevant staff member can (if they can confirm the roleplay took place) log the progress retroactively.&lt;br /&gt;
&lt;br /&gt;
====Complexity and Skill Level====&lt;br /&gt;
&lt;br /&gt;
All special techniques (rites, recipes etc.) and improvements to [[Character Creation#Archetype Skills|archetype skills]] have a &#039;&#039;&#039;complexity&#039;&#039;&#039; level, reflecting the degree of understanding needed to unlock them. Research can unlock &#039;&#039;&#039;novice&#039;&#039;&#039;, &#039;&#039;&#039;adept&#039;&#039;&#039;, &#039;&#039;&#039;expert&#039;&#039;&#039; or &#039;&#039;&#039;master&#039;&#039;&#039; abilities, while training is limited to &#039;&#039;&#039;novice&#039;&#039;&#039; or &#039;&#039;&#039;adept&#039;&#039;&#039; abilities. The training referee or research referee will advise the player of the complexity of the ability they’re attempting to learn.&lt;br /&gt;
&lt;br /&gt;
A character’s own &#039;&#039;&#039;skill&#039;&#039;&#039; level reflects the number of abilities they know:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Novice:&#039;&#039;&#039; One novice ability.&lt;br /&gt;
:*&#039;&#039;&#039;Adept:&#039;&#039;&#039; Five novice abilities and one adept ability.&lt;br /&gt;
:*&#039;&#039;&#039;Expert:&#039;&#039;&#039; Five novice abilities, five adept abilities and one expert ability.&lt;br /&gt;
:*&#039;&#039;&#039;Master:&#039;&#039;&#039; Five novice abilities, five adept abilities, five expert abilities and one master ability.&lt;br /&gt;
&lt;br /&gt;
Any character can begin learning any ability at any time, but learning more complex abilities than your skill is harder and takes longer, reflected in a higher cost in [[Character Progression#Study Units|study units]].&lt;br /&gt;
&lt;br /&gt;
Player characters are not normally expected to achieve master level, but may do so if they agree to [[#Blaze of Glory|retire their character]] as part of achieving this feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A character can only proceed to &#039;&#039;&#039;adept&#039;&#039;&#039; or greater skill level in at most &#039;&#039;&#039;one&#039;&#039;&#039; study path.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by &#039;&#039;external forces&#039;&#039;, rendering them a &#039;&#039;&#039;Special Character&#039;&#039;&#039;. Like [[Character Progression#Experience|experience]], [[Training|training]] and [[Research|research]], these abilities have a point value that counts against the character’s [[#Points Cap|points cap]]. &lt;br /&gt;
&lt;br /&gt;
Unlike those routes, they are almost always temporary or require regular upkeep. It is &#039;&#039;possible&#039;&#039; to permanently change a character this way, but the routes are difficult and costly.&lt;br /&gt;
&lt;br /&gt;
Various routes to empowerment can be uncovered in play; some of the most common follow.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Ritual Magic]]:&#039;&#039;&#039; A character can be enchanted in the [[Rituals#The Ritual Circle|Ritual Circle]], granting them special abilities. This requires the services of a Ritual Team, and – for substantial or reliable results – may have a cost in [[Rituals#Ether Spheres|Ether Spheres]]. Most enchantments are either strictly temporary, lasting a year or less, or require &#039;&#039;&#039;maintenance&#039;&#039;&#039; by a bound Ritualist.&lt;br /&gt;
:*&#039;&#039;&#039;Blessings:&#039;&#039;&#039; The gods – or the beliefs of communities – can bestow special powers on those characters who most demonstrate the virtues the gods most cherish, sometimes known as &#039;&#039;&#039;faction specials&#039;&#039;&#039;. This entails tests and trials to prove their worth. Petitioners have to undertake further trials at regular intervals to retain their gifts. This is the sole exception to the [[#Points Cap|points cap]]; divine blessings like this can take a character over 100 experience points.&lt;br /&gt;
:*&#039;&#039;&#039;Bargains:&#039;&#039;&#039; Supernatural beings such as demons and undead can be persuaded to bestow special powers in exchange for some payment or service. This requires the character to seek out a patron, then to agree terms and – sooner or later – to settle the debt. Characters must make more bargains every year to hold onto their borrowed power.&lt;br /&gt;
:*&#039;&#039;&#039;[[Surgery]] and [[Alchemy]]:&#039;&#039;&#039; Surgery can graft or transplant parts from more powerful creatures or alter the functioning of internal organs, while Alchemy can enhance, empower or modify the body in a host of ways. Without a steady supply of potions, or regular surgical interventions, the body may reject the alterations, develop [[Poison and Disease#Disease|disease]] – or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no &#039;&#039;&#039;prerequisites&#039;&#039;&#039;, even if they normally would. In turn, however, they may not serve as prerequisites for other skills, since the character has not earned a true understanding on which to build.&lt;br /&gt;
&lt;br /&gt;
==Points Cap==&lt;br /&gt;
&lt;br /&gt;
All progression via [[#Experience|experience]], [[Training|training]], [[Research|research]] or [[#Special Characters|magical investment]] increases a character’s &#039;&#039;&#039;point total&#039;&#039;&#039;, with the sole exception of abilities granted by divine blessings (&#039;&#039;&#039;faction specials&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: &#039;&#039;&#039;No normal mortal can have more than 100 experience points total, including their initial 20 points.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger; although if you have an &#039;&#039;&#039;out of character&#039;&#039;&#039; reason for wanting to change skills (e.g. becoming a non-combatant due to health or mobility), please get in touch with the Game Organisation Desk to discuss options.&lt;br /&gt;
&lt;br /&gt;
====Blaze of Glory====&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters, by consciously abandoning mortality. The routes to doing so are difficult and dangerous, but they exist.&lt;br /&gt;
&lt;br /&gt;
Having taken this route, the character must either die or retire (becoming an NPC) no more than &#039;&#039;one&#039;&#039; calendar year after exceeding the cap. A member of staff will flag this decision to the player in advance and discuss options, but once made, the decision is irreversible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:*Becoming an undead or demon&lt;br /&gt;
:*Becoming a master on their study path&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=2890</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=2890"/>
		<updated>2024-09-12T12:44:32Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Training and Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren’t limited to the 20 points worth of skills they start with; over time, they gain new skills or improve on the ones they know, learn new techniques and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign is by three routes: with &#039;&#039;&#039;experience&#039;&#039;&#039;, through &#039;&#039;&#039;training and research&#039;&#039;&#039;, and by becoming a &#039;&#039;&#039;special character&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character masters new challenges, gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of &#039;&#039;&#039;experience points&#039;&#039;&#039; granted after each event. These points may be spent on [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills just as they would at character creation, with similar need to meet any prerequisites and follow any limitations required.&lt;br /&gt;
&lt;br /&gt;
Experience is awarded as follows.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; Experience is only awarded for attending the main events run by Curious Pastimes.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;First Event Per Year:&#039;&#039;&#039; After the first event a character attends in a year, they receive &#039;&#039;&#039;5 experience points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Subsequent Events:&#039;&#039;&#039; For each of the next three events the character attends in a year, they receive &#039;&#039;&#039;1 experience point&#039;&#039;&#039; per event, for a &#039;&#039;&#039;maximum of 8 experience points&#039;&#039;&#039; for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
Experience points may be spent immediately after the event in which they’re earned, or saved up for later use, along with any unspent points from character creation. Any unspent points, whether from experience or left over from character creation, are lost when the character dies or retires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The above rules apply to the &#039;&#039;character&#039;&#039;, not the &#039;&#039;player&#039;&#039; – it’s possible, for example, for a player to receive 5 points four times in a year, if they died every event.&lt;br /&gt;
&lt;br /&gt;
==Training and Research==&lt;br /&gt;
&lt;br /&gt;
Characters can also learn new abilities in play, through in character effort. This occurs in one of two ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Training]]:&#039;&#039;&#039; A number of in character organisations, most prominently the [[Other Organisations#The Bastion|Bastion]], offer training in all the standard [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills appearing in this rulebook, as well as some unique skills, and some improvements of archetype skills. Different organisations offer different abilities, but characters may only train in the abilities on offer, never invent their own.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Research]]:&#039;&#039;&#039; Characters may research new abilities or techniques (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation. This may include following established techniques already available in game, or forging wholly &#039;&#039;new&#039;&#039; paths – characters are limited only by the laws of the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Abilities learned through study don’t cost experience points, players earn them through in character effort during time-in, tracked via [[Character Progression#Study Units|study units]]. They do, however, have a &#039;&#039;value&#039;&#039; in points, which counts against the character’s [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
Training and research are overseen by dedicated training and research referees. Every project must in the first instance be registered with a relevant referee, although daily progress may be logged with any staff member, except as specified below.&lt;br /&gt;
&lt;br /&gt;
====Study Paths====&lt;br /&gt;
&lt;br /&gt;
Any [[Training]] beyond the standard [[Skills List]], and all [[Research]], advances the character along a &#039;&#039;&#039;study path&#039;&#039;&#039;, a loosely-defined area of knowledge and expertise. All study paths build on [[Character Creation#Archtype Skills|archetype skills]]; some suggested paths are offered within each archetype’s description.&lt;br /&gt;
&lt;br /&gt;
Progress along a study path is measured in a character’s [[#Complexity and Skill Level|skill level]], from novice to master; masters are generally non player characters (although see &#039;&#039;[[#Blaze of Glory|Blaze of Glory]]&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Characters may pursue &#039;&#039;&#039;a maximum of three study paths&#039;&#039;&#039;, which don’t all have to belong to their archetype. They may pursue &#039;&#039;&#039;one&#039;&#039;&#039; study path beyond novice level.&lt;br /&gt;
&lt;br /&gt;
====Study Units====&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called &#039;&#039;&#039;study units&#039;&#039;&#039;. Every character may spend up to 5 study units per day, split any way they wish between projects (e.g. 5 study units on one project, or 2 on one project and 3 on another). Any character may spend a maximum of 70 study units on all projects per year. &lt;br /&gt;
&lt;br /&gt;
Study requires at least 30 minutes of relevant roleplay per project each day, regardless of the number of study units spent; a character focusing on one project need spend only 30 minutes a day on it, while a character splitting their study units on five different projects will need to devote half an hour to each project, for a total of two and a half hours a day.&lt;br /&gt;
&lt;br /&gt;
Unlike experience, study units cannot be saved up; if a character doesn’t do any research or training roleplay on a particular day, they spend no study units that day. If a player completes the required roleplay but is unable to find a referee to log study units on the day, the relevant staff member can (if they can confirm the roleplay took place) log the progress retroactively.&lt;br /&gt;
&lt;br /&gt;
====Complexity and Skill Level====&lt;br /&gt;
&lt;br /&gt;
All special techniques (rites, recipes etc.) and improvements to [[Character Creation#Archetype Skills|archetype skills]] have a &#039;&#039;&#039;complexity&#039;&#039;&#039; level, reflecting the degree of understanding needed to unlock them. Research can unlock &#039;&#039;&#039;novice&#039;&#039;&#039;, &#039;&#039;&#039;adept&#039;&#039;&#039;, &#039;&#039;&#039;expert&#039;&#039;&#039; or &#039;&#039;&#039;master&#039;&#039;&#039; abilities, while training is limited to &#039;&#039;&#039;novice&#039;&#039;&#039; or &#039;&#039;&#039;adept&#039;&#039;&#039; abilities. The training referee or research referee will advise the player of the complexity of the ability they’re attempting to learn.&lt;br /&gt;
&lt;br /&gt;
A character’s own &#039;&#039;&#039;skill&#039;&#039;&#039; level reflects the number of abilities they know:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Novice:&#039;&#039;&#039; One novice ability.&lt;br /&gt;
:*&#039;&#039;&#039;Adept:&#039;&#039;&#039; Five novice abilities and one adept ability.&lt;br /&gt;
:*&#039;&#039;&#039;Expert:&#039;&#039;&#039; Five novice abilities, five adept abilities and one expert ability.&lt;br /&gt;
:*&#039;&#039;&#039;Master:&#039;&#039;&#039; Five novice abilities, five adept abilities, five expert abilities and one master ability.&lt;br /&gt;
&lt;br /&gt;
Any character can begin learning any ability at any time, but learning more complex abilities than your skill is harder and takes longer, reflected in a higher cost in [[Character Progression#Study Units|study units]].&lt;br /&gt;
&lt;br /&gt;
Player characters are not normally expected to achieve master level, but may do so if they agree to [[#Blaze of Glory|retire their character]] as part of achieving this feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A character can only proceed to &#039;&#039;&#039;adept&#039;&#039;&#039; or greater skill level in at most &#039;&#039;&#039;one&#039;&#039;&#039; study path.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by &#039;&#039;external forces&#039;&#039;, rendering them a &#039;&#039;&#039;Special Character&#039;&#039;&#039;. Unlike [[Character Progression#Experience|Experience]] or [[Training]], these abilities don’t usually count against the character’s [[#Points Cap|points cap]], but they are almost always temporary or require regular upkeep.&lt;br /&gt;
&lt;br /&gt;
Various routes to empowerment can be uncovered in play; some of the most common follow.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Ritual Magic]]:&#039;&#039;&#039; A character can be enchanted in the [[Rituals#The Ritual Circle|Ritual Circle]], granting them special abilities. This requires the services of a Ritual Team, and – for substantial or reliable results – may have a cost in [[Rituals#Ether Spheres|Ether Spheres]]. Most enchantments are either strictly temporary, lasting a year or less, or require &#039;&#039;&#039;maintenance&#039;&#039;&#039; by a bound Ritualist.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Blessings:&#039;&#039;&#039; The gods – or the beliefs of communities – can bestow special powers on those characters who most demonstrate the virtues the gods most cherish, sometimes known as &#039;&#039;&#039;faction specials&#039;&#039;&#039;. This entails tests and trials to prove their worth. Petitioners have to undertake further trials at regular intervals to retain their gifts.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Bargains:&#039;&#039;&#039; Supernatural beings such as demons and undead can be persuaded to bestow special powers in exchange for some payment or service. This requires the character to seek out a patron, then to agree terms and – sooner or later – to settle the debt. Characters must make more bargains every year to hold onto their borrowed power.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Surgery]] and [[Alchemy]]:&#039;&#039;&#039; Surgery can graft or transplant parts from more powerful creatures or alter the functioning of internal organs, while Alchemy can enhance, empower or modify the body in a host of ways. Without a steady supply or potions, or regular surgical interventions, the body may reject the alterations, develop [[Diseases]] – or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no &#039;&#039;&#039;prerequisites&#039;&#039;&#039;, even if they normally would. In turn, however, they may not serve as prerequisites for other skills, since the character has not earned a true understanding on which to build.&lt;br /&gt;
&lt;br /&gt;
In some rare cases, abilities gained this way &#039;&#039;can&#039;&#039; be permanent – although gaining permanent abilities is always harder and more dangerous than receiving temporary benefits – but in those cases, abilities gained &#039;&#039;will&#039;&#039; have a point value and count towards the character’s [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
==Points Cap==&lt;br /&gt;
&lt;br /&gt;
All progression via [[Character Progression#Experience|Experience]], [[Training]] or [[Research]] increases a character’s &#039;&#039;&#039;point total&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: &#039;&#039;&#039;No normal mortal can have more than 100 character points total, including their initial 20 points.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger; although if you have an &#039;&#039;&#039;out of character&#039;&#039;&#039; reason for wanting to change skills (e.g. becoming a non-combatant due to health or mobility), please get in touch with the Game Organisation Desk to discuss options.&lt;br /&gt;
&lt;br /&gt;
====Blaze of Glory====&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters, by consciously abandoning mortality. The routes to doing so are difficult and dangerous, but they exist.&lt;br /&gt;
&lt;br /&gt;
Having taken this route, the character must either die or retire (becoming an NPC) no more than &#039;&#039;one&#039;&#039; calendar year after exceeding the cap. A member of staff will flag this decision to the player in advance and discuss options, but once made, the decision is irreversible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:*Becoming an undead or demon&lt;br /&gt;
:*Becoming a master on their study path&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=2889</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=2889"/>
		<updated>2024-09-12T12:40:34Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren’t limited to the 20 points worth of skills they start with; over time, they gain new skills or improve on the ones they know, learn new techniques and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign is by three routes: with &#039;&#039;&#039;experience&#039;&#039;&#039;, through &#039;&#039;&#039;training and research&#039;&#039;&#039;, and by becoming a &#039;&#039;&#039;special character&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character masters new challenges, gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of &#039;&#039;&#039;experience points&#039;&#039;&#039; granted after each event. These points may be spent on [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills just as they would at character creation, with similar need to meet any prerequisites and follow any limitations required.&lt;br /&gt;
&lt;br /&gt;
Experience is awarded as follows.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; Experience is only awarded for attending the main events run by Curious Pastimes.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;First Event Per Year:&#039;&#039;&#039; After the first event a character attends in a year, they receive &#039;&#039;&#039;5 experience points&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Subsequent Events:&#039;&#039;&#039; For each of the next three events the character attends in a year, they receive &#039;&#039;&#039;1 experience point&#039;&#039;&#039; per event, for a &#039;&#039;&#039;maximum of 8 experience points&#039;&#039;&#039; for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
Experience points may be spent immediately after the event in which they’re earned, or saved up for later use, along with any unspent points from character creation. Any unspent points, whether from experience or left over from character creation, are lost when the character dies or retires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The above rules apply to the &#039;&#039;character&#039;&#039;, not the &#039;&#039;player&#039;&#039; – it’s possible, for example, for a player to receive 5 points four times in a year, if they died every event.&lt;br /&gt;
&lt;br /&gt;
==Training and Research==&lt;br /&gt;
&lt;br /&gt;
Characters can also learn new abilities in play, through in character effort. This occurs in one of two ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Training]]:&#039;&#039;&#039; A number of in character organisations, most prominently the [[Other Organisations#The Bastion|Bastion]], offer training in all the standard [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills appearing in this rulebook, as well as some unique skills, and some improvements of archetype skills. Different organisations offer different abilities, but characters may only train in the abilities on offer, never invent their own.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Research]]:&#039;&#039;&#039; Characters may research new abilities or techniques (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation. This may include established techniques already available in game, or may forge wholly &#039;&#039;new&#039;&#039; paths – characters are limited only by the laws of the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Abilities learned through study don’t cost experience points, players earn them through in character effort during time-in, tracked via [[Character Progression#Study Units|study units]]. They do, however, have a &#039;&#039;value&#039;&#039; in points, which counts against the character’s [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
Training and research are overseen by dedicated training and research referees. Every project must in the first instance be registered with a relevant referee, although daily progress may be logged with any staff member, except as specified below.&lt;br /&gt;
&lt;br /&gt;
====Study Paths====&lt;br /&gt;
&lt;br /&gt;
Any [[Training]] beyond the standard [[Skills List]], and all [[Research]], advances the character along a &#039;&#039;&#039;study path&#039;&#039;&#039;, a loosely-defined area of knowledge and expertise. All study paths build on [[Character Creation#Archtype Skills|archetype skills]]; some suggested paths are offered within each archetype’s description.&lt;br /&gt;
&lt;br /&gt;
Progress along a study path is measured in a character’s [[#Complexity and Skill Level|skill level]], from novice to master; masters are generally non player characters (although see &#039;&#039;[[#Blaze of Glory|Blaze of Glory]]&#039;&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Characters may pursue &#039;&#039;&#039;a maximum of three study paths&#039;&#039;&#039;, which don’t all have to belong to their archetype. They may pursue &#039;&#039;&#039;one&#039;&#039;&#039; study path beyond novice level.&lt;br /&gt;
&lt;br /&gt;
====Study Units====&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called &#039;&#039;&#039;study units&#039;&#039;&#039;. Every character may spend up to 5 study units per day, split any way they wish between projects (e.g. 5 study units on one project, or 2 on one project and 3 on another). Any character may spend a maximum of 70 study units on all projects per year. &lt;br /&gt;
&lt;br /&gt;
Study requires at least 30 minutes of relevant roleplay per project each day, regardless of the number of study units spent; a character focusing on one project need spend only 30 minutes a day on it, while a character splitting their study units on five different projects will need to devote half an hour to each project, for a total of two and a half hours a day.&lt;br /&gt;
&lt;br /&gt;
Unlike experience, study units cannot be saved up; if a character doesn’t do any research or training roleplay on a particular day, they spend no study units that day. If a player completes the required roleplay but is unable to find a referee to log study units on the day, the relevant staff member can (if they can confirm the roleplay took place) log the progress retroactively.&lt;br /&gt;
&lt;br /&gt;
====Complexity and Skill Level====&lt;br /&gt;
&lt;br /&gt;
All special techniques (rites, recipes etc.) and improvements to [[Character Creation#Archetype Skills|archetype skills]] have a &#039;&#039;&#039;complexity&#039;&#039;&#039; level, reflecting the degree of understanding needed to unlock them. Research can unlock &#039;&#039;&#039;novice&#039;&#039;&#039;, &#039;&#039;&#039;adept&#039;&#039;&#039;, &#039;&#039;&#039;expert&#039;&#039;&#039; or &#039;&#039;&#039;master&#039;&#039;&#039; abilities, while training is limited to &#039;&#039;&#039;novice&#039;&#039;&#039; or &#039;&#039;&#039;adept&#039;&#039;&#039; abilities. The training referee or research referee will advise the player of the complexity of the ability they’re attempting to learn.&lt;br /&gt;
&lt;br /&gt;
A character’s own &#039;&#039;&#039;skill&#039;&#039;&#039; level reflects the number of abilities they know:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Novice:&#039;&#039;&#039; One novice ability.&lt;br /&gt;
:*&#039;&#039;&#039;Adept:&#039;&#039;&#039; Five novice abilities and one adept ability.&lt;br /&gt;
:*&#039;&#039;&#039;Expert:&#039;&#039;&#039; Five novice abilities, five adept abilities and one expert ability.&lt;br /&gt;
:*&#039;&#039;&#039;Master:&#039;&#039;&#039; Five novice abilities, five adept abilities, five expert abilities and one master ability.&lt;br /&gt;
&lt;br /&gt;
Any character can begin learning any ability at any time, but learning more complex abilities than your skill is harder and takes longer, reflected in a higher cost in [[Character Progression#Study Units|study units]].&lt;br /&gt;
&lt;br /&gt;
Player characters are not normally expected to achieve master level, but may do so if they agree to [[#Blaze of Glory|retire their character]] as part of achieving this feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; A character can only proceed to &#039;&#039;&#039;adept&#039;&#039;&#039; or greater skill level in at most &#039;&#039;&#039;one&#039;&#039;&#039; study path.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by &#039;&#039;external forces&#039;&#039;, rendering them a &#039;&#039;&#039;Special Character&#039;&#039;&#039;. Unlike [[Character Progression#Experience|Experience]] or [[Training]], these abilities don’t usually count against the character’s [[#Points Cap|points cap]], but they are almost always temporary or require regular upkeep.&lt;br /&gt;
&lt;br /&gt;
Various routes to empowerment can be uncovered in play; some of the most common follow.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Ritual Magic]]:&#039;&#039;&#039; A character can be enchanted in the [[Rituals#The Ritual Circle|Ritual Circle]], granting them special abilities. This requires the services of a Ritual Team, and – for substantial or reliable results – may have a cost in [[Rituals#Ether Spheres|Ether Spheres]]. Most enchantments are either strictly temporary, lasting a year or less, or require &#039;&#039;&#039;maintenance&#039;&#039;&#039; by a bound Ritualist.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Blessings:&#039;&#039;&#039; The gods – or the beliefs of communities – can bestow special powers on those characters who most demonstrate the virtues the gods most cherish, sometimes known as &#039;&#039;&#039;faction specials&#039;&#039;&#039;. This entails tests and trials to prove their worth. Petitioners have to undertake further trials at regular intervals to retain their gifts.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Bargains:&#039;&#039;&#039; Supernatural beings such as demons and undead can be persuaded to bestow special powers in exchange for some payment or service. This requires the character to seek out a patron, then to agree terms and – sooner or later – to settle the debt. Characters must make more bargains every year to hold onto their borrowed power.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Surgery]] and [[Alchemy]]:&#039;&#039;&#039; Surgery can graft or transplant parts from more powerful creatures or alter the functioning of internal organs, while Alchemy can enhance, empower or modify the body in a host of ways. Without a steady supply or potions, or regular surgical interventions, the body may reject the alterations, develop [[Diseases]] – or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no &#039;&#039;&#039;prerequisites&#039;&#039;&#039;, even if they normally would. In turn, however, they may not serve as prerequisites for other skills, since the character has not earned a true understanding on which to build.&lt;br /&gt;
&lt;br /&gt;
In some rare cases, abilities gained this way &#039;&#039;can&#039;&#039; be permanent – although gaining permanent abilities is always harder and more dangerous than receiving temporary benefits – but in those cases, abilities gained &#039;&#039;will&#039;&#039; have a point value and count towards the character’s [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
==Points Cap==&lt;br /&gt;
&lt;br /&gt;
All progression via [[Character Progression#Experience|Experience]], [[Training]] or [[Research]] increases a character’s &#039;&#039;&#039;point total&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: &#039;&#039;&#039;No normal mortal can have more than 100 character points total, including their initial 20 points.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger; although if you have an &#039;&#039;&#039;out of character&#039;&#039;&#039; reason for wanting to change skills (e.g. becoming a non-combatant due to health or mobility), please get in touch with the Game Organisation Desk to discuss options.&lt;br /&gt;
&lt;br /&gt;
====Blaze of Glory====&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters, by consciously abandoning mortality. The routes to doing so are difficult and dangerous, but they exist.&lt;br /&gt;
&lt;br /&gt;
Having taken this route, the character must either die or retire (becoming an NPC) no more than &#039;&#039;one&#039;&#039; calendar year after exceeding the cap. A member of staff will flag this decision to the player in advance and discuss options, but once made, the decision is irreversible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:*Becoming an undead or demon&lt;br /&gt;
:*Becoming a master on their study path&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Lions&amp;diff=2888</id>
		<title>Lions</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Lions&amp;diff=2888"/>
		<updated>2024-09-12T12:29:55Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Albion is a land both united and divided. Divided, for it is a land made of up Ten Realms, each with their own customs, outlooks, even cultures; United, for despite these differences, each of the Ten Realms are sworn to serve a single High Monarch, and to act in concert when the need arises.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Be they from windswept Bernicia or marshy Anglia, hilly Sussex or coastal Essex, sprawling Deira or compact Norholt, superstitious Cornwall or progressive Oxford, rustic Elmet or civilised Wessex, the people of Albion share a great many things, and argue about even more. Like any large family, the Ten Realms can be fractious, even combative with one another, but make the mistake of threatening One, and you will find yourself facing the united might of Ten. &lt;br /&gt;
&lt;br /&gt;
Chivalry, Duty, Truth, Law and Honour are central to the way of life in Albion; striving to do what is right, not what is easy. A phrase often heard in Albion is &amp;quot;The ends do not justify the means.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
The Law is an important Structure in Albion Society, it protects the weak and keeps Albion on the Path of Righteousness.&lt;br /&gt;
&lt;br /&gt;
Albion works via a feudal system of governance and its people respect work within the accompanying social structure, rewarding those who work hard.  &lt;br /&gt;
&lt;br /&gt;
Chivalry is something all Lions should aspire to, though it is the noble class who should hold themselves and others of their station to such a code. Many will have their own codes and oaths but within the code of Chivalry all should find common ground.&lt;br /&gt;
&lt;br /&gt;
The Lions are the royal warhost of Albion, fabled land of chivalry and valour. Righteousness, honour, law – these are the watchwords of this unyielding band of heroes as they strive to keep the light burning bright  in the darkness of a chaotic world.&lt;br /&gt;
&lt;br /&gt;
The High Monarch Albion, wielder of Excalibur and Chosen of the Gods of Law, leads the Lions Warhost.&lt;br /&gt;
&lt;br /&gt;
The people of the Warhost hail from all of the Ten Realms of Albion and from every walk of life and Social Class. Though the knights are arguably the most famous, they are certainly not the only arrow in Albion’s quiver. The Lions honour scribes, law keepers, scouts, priests, mages and Peasants too, bound by oaths and as true to noble purpose as any sworn blade.&lt;br /&gt;
&lt;br /&gt;
== Religion: ==&lt;br /&gt;
The Gods of Law are a pantheon of deities revered across Albion. Their teachings and guidance form the central beliefs of the way of life in Albion. They encourage personal development and improvement, favouring those who devote their lives to a good cause, helping others and working for a better and more just society.&lt;br /&gt;
&lt;br /&gt;
To the people of Albion, the Gods are distant entities who do not walk the earth or directly interact with mortals. Instead they act to influence and inspire people to achieve greatness through their own acts. For most people the Gods serve as an epitome to which to aspire, the pinnacle of what one could hope to achieve through service, kindly acts or personal toil. The Gods recognize that everyone is unique and flawed and many will fail to help themselves and others. Even the smallest achievement may bring great rewards if it is undertaken with the right intentions. Trying and failing is better in their eyes than not having tried in the first instant.&lt;br /&gt;
&lt;br /&gt;
Across the land of Albion the 7 Gods of Law are worshipped and seen in many different ways. There are numerous theological viewpoints over the nature of the Gods and their plans for the people of Albion. Some may identify with specific aspects of a God, interpreting their teachings in ways that may seem odd to others. It must be remembered however, that the Gods of Law and the principles for which they stand form the core of Albion society&lt;br /&gt;
&lt;br /&gt;
== Inspiration points for the Lions: ==&lt;br /&gt;
The Lions faction at Curious Pastimes is set in the fantasy realm of Albion and uses motifs, themes and ideas from the Athurian legends as its setting. However, the tales of Camelot are reflective of the time period in which they were written and as such fundamentally feature implicit sexism and other biases which we have not transferred over into the roleplaying game. Our Albion is an inclusive society in which biases or hatred against race, sex, sexual orientation or gender reassignment do not feature.&lt;br /&gt;
&lt;br /&gt;
One way that Albion is deliberately similar to mediaeval Britain is that it is a feudal society with clear hierarchies of Nobles, Middling classes and Peasantry. This is in part for flavour but importantly to add roleplay hooks and allow each archetype to access different areas of the game. This ties into the concept of noblesse oblige which means “privilege entails responsibility” - A player may choose to portray a character of any of these three social classes, regardless of traditional Arthurian stricture on role.&lt;br /&gt;
&lt;br /&gt;
== Heading text ==&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=The_Factions&amp;diff=2887</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=The_Factions&amp;diff=2887"/>
		<updated>2024-09-12T12:22:19Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* In-Game Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In-Game Structure==&lt;br /&gt;
&lt;br /&gt;
The Curious Pastimes game system is organised around the concept that the majority of characters are members of factions and groups. Much of the game revolves around the relationships between factions and outside events, adversaries or Non Player Characters (NPCs) and interactions between the factions themselves. Within each faction there are usually a number of smaller groups. Player characters (PCs) are encouraged to join/form groups because they provide support and identity within the campaign world. Factions and groups are managed in character (IC) and so choose their own IC laws and rules, factions are also organised out of character (OOC) and many operate events and activities outside of the main Curious Pastimes event season. Each faction has a Command Team in place, these are all Curious Pastimes staff members with appropriate NPCs.&lt;br /&gt;
&lt;br /&gt;
The structure in each faction is formalised within the game world by differing levels of rank which are an expression of a PC’s social standing. This rank takes many forms from the strict hierarchies of knights to the tribal respect for elders amongst nomadic peoples. Each faction organises their rank structure individually both in terms of how it is divided and allocated and the particular roles that confer rank within that faction. As PCs serve a faction over a period of time their rank may increase, and with it their standing among their peers. Rank within a faction also affords a PC an increased income, represented by the IC money received when they attend an event.&lt;br /&gt;
&lt;br /&gt;
==The Factions==&lt;br /&gt;
&lt;br /&gt;
Factions are essentially geographical in origin and so draw the majority of their members from a specific area of the known world. Each faction has its own distinct ‘personality’, to which each member is expected (to a greater or lesser degree) to conform. Some factions draw their identity from myth, legend or popular culture, whilst others have unique backgrounds. The personality of a faction is not only dependent on its history, but also on its future goals. The development of a faction is somewhat dependent upon the aims of its command team; these aims may include the development of strategic, military or commercial alliances with other factions; the acquisition and mastery of magical knowledge and power or more esoteric, religious or altruistic ends. The power of a faction is rooted in its membership; faction leaders are likely to represent the feelings and opinions of their people and to bear their wishes in mind when making decisions.&lt;br /&gt;
&lt;br /&gt;
Loyalty to a faction is an important component of membership and most command teams will deal with those showing signs of disloyalty in the most abrupt manner. On the other hand, loyal service to a faction may reap its rewards for even the most junior member. &lt;br /&gt;
&lt;br /&gt;
Characters that choose not to join an existing faction are collectively known as mercenaries. While a number of true mercenary groups do exist there are also some groups who feel their individual concepts do not fit within a faction so choose to exist independently and so are placed within the mercenaries ideologically and physically to camp at events. The mercenaries as a collective are not a faction and therefore do not gain any of the benefits of faction status (rank structure, a faction warchest, faction weapons). However, mercenaries do have a degree of freedom that the more rigid command structure of a faction does not always allow. &lt;br /&gt;
&lt;br /&gt;
The following factions are currently recognised at Curious Pastimes:&lt;br /&gt;
&lt;br /&gt;
* [[Algaia]]&lt;br /&gt;
* [[Fir Cruthen]]&lt;br /&gt;
* [[Jhereg]]&lt;br /&gt;
* [[Lions]]&lt;br /&gt;
* [[Kabourashi]]&lt;br /&gt;
* [[Mercenaries]]&lt;br /&gt;
* [[Steppe Alliance]]&lt;br /&gt;
* [[Teutonia]]&lt;br /&gt;
* [[Wolves]]&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=The_Land&amp;diff=2879</id>
		<title>The Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=The_Land&amp;diff=2879"/>
		<updated>2024-09-12T11:58:57Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vast continent, full of soaring mountains, burning deserts, ancient forests and sprawling cities. Heroes and villains work great magics, craft cunning objects, defeat their enemies and advance their causes. The sun, the moon and Charon – a black moon visible only when its passage obscures the stars – cross the sky every day.&lt;br /&gt;
&lt;br /&gt;
Like most epic fantasy stories, the main setting of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; could, if you squint a little, resemble a medieval Europe (or &#039;&#039;broadly&#039;&#039; medieval – inspiration for the various factions ranges from bronze-age to late Renaissance) joined by people out of folklore, with pointed ears or ram’s horns, blue skin or fangs. “Realistic” soldiers, blacksmiths and priests rub shoulders with more fanciful sorcerers, alchemists and summoners.&lt;br /&gt;
&lt;br /&gt;
In recent years, the people of this continent have made contact with other lands across the western sea, home to very different cultures; and rumours hint at further lands to the east or south. And this is not the only &#039;&#039;world&#039;&#039; – other &#039;&#039;&#039;mundane&#039;&#039;&#039; worlds exist, with their own nations, peoples and histories; as do &#039;&#039;&#039;supernatural&#039;&#039;&#039; worlds, home to demons, undead and stranger creatures, whose very nature is alien to the world of mortals.&lt;br /&gt;
&lt;br /&gt;
It is a world of gods. In some nations, the gods are coy, revealing themselves only in dreams and visions, while in others the gods walk the earth, confronting their worshippers directly to bestow blessings and dispense punishments. Either way, none can doubt their existence.&lt;br /&gt;
&lt;br /&gt;
It is a world of discovery. Much is known about the world, but much is still to be revealed: new lands to reach and peoples to meet, new magics to unlock, new inventions to devise.&lt;br /&gt;
&lt;br /&gt;
And it is a world of mysteries. In the cities the world may seem almost familiar, but for the presence of magic; but out in the wilderness, trees walk and buildings appear and vanish, stories take form on the earth and strange creatures enchant people’s minds. Not everything can be explained or predicted, or even fully understood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;The Name of the Land&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neither the continent nor the world in which much of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is set have names, in common tongue; until recently, they didn’t need them – they were all that most people knew!&lt;br /&gt;
&lt;br /&gt;
The fae, of old, called the continent &#039;&#039;&#039;The Land&#039;&#039;&#039;, a term that can also be applied to all lands everywhere; fae have a strange way of seeing, and not all of them draw any distinction between different places. People sometimes call the lands to the west the “Western Continent” (in the west, of course, they call their counterparts the “Eastern Continent”), although the people of those lands have begun to call it &#039;&#039;&#039;Kabourashi&#039;&#039;&#039;. Students of magic sometimes call the world the &#039;&#039;&#039;True Plane&#039;&#039;&#039; – “true” in its oldest sense of “level,” this world being the one where the three &#039;&#039;&#039;spheres of magic&#039;&#039;&#039; are most closely balanced.&lt;br /&gt;
&lt;br /&gt;
In the coming years, names may arise for the lands and worlds and gain general acceptance, especially as the new age takes shape…&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=2754</id>
		<title>Equipment and Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=2754"/>
		<updated>2024-09-09T12:12:20Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Equipment Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The clothing and armour a character wears, the weapons and tools they wield, the charms and potions they use and the materials they consume all exist as both physical props in the field (known as &#039;&#039;&#039;physical representations&#039;&#039;&#039; or &#039;&#039;&#039;phys reps&#039;&#039;&#039;) and as items in the game, governed by the rules in this wiki.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Sourcing Phys Reps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Curious Pastimes understands that not every player can afford to kit themselves out with all the weapons, armour and tools they might want from their first event – or even knows where to look. Any sincere effort is perfectly acceptable, and players and staff alike will gladly make allowance for new players.&lt;br /&gt;
&lt;br /&gt;
Vendors can be found onsite at every main Curious Pastimes. event, selling LARP weapons and armour, costumes, tools, tent dressings and other items. Any number of online stores offer a range of products as well, although players are encouraged to visit Curious Pastimes’ social media spaces to ask for advice on known and trusted vendors – especially for LARP weapons.&lt;br /&gt;
&lt;br /&gt;
For players of a crafty bent, online instructions and tutorials cover almost anything one can imagine, and sewing pattern catalogues such as Simplicity offer patterns for a huge range of period and fantasy clothes for fancy-dress, which work very well for LARP when made from more durable fabrics.&lt;br /&gt;
&lt;br /&gt;
Second-hand shops and car boot sales can be a rich resource, especially for tankards and dishes, throws, tent decorations and other dressings to give an in character space more of a natural, lived-in feel.&lt;br /&gt;
&lt;br /&gt;
Lastly, other players may be happy to lend weapons, armour and other phys reps to new players. Faction commands may have a cache of lendable kit, or be able to point newcomers to players who may be able to help. Always feel welcome to ask for help.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039; refers to all the enduring things a character must wear, hold or use in play to make full use of their skills: weapons and armour, tools and workshops and laboratories, magic wands and amulets, and so on.&lt;br /&gt;
&lt;br /&gt;
Character equipment falls under five broad headings.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Every character can fight with at least a single [[Weapon Categories|one-handed or small weapon]]; fighting with larger weapons, two weapons or a weapon and shield requires specific skills. All weapons must be constructed to specific standards and regularly checked for safety and suitability.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Armour:&#039;&#039;&#039; Armour comes in various weights and constructions, and requires specific skills to wear; note that wearing armour can limit spellcasting ability. Characters must be wearing a suitable representation of their armour on any given location to benefit from it. Armour must look the part and provide reasonable coverage, and must be constructed to safe and suitable standards.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tools:&#039;&#039;&#039; [[Scoundrel]], [[Invocation]] and [[Gathering]] all require &#039;&#039;&#039;tools&#039;&#039;&#039; or implements for some of their functions. Magicians don’t require tools for basic spellcasting and rites, but at higher levels – especially if they proceed into [[Demonology]], [[Necromancy]], [[Thaumaturgy]] or other mystical disciplines – they may make use of wands, staves and rods, amulets, mirrors, censers and braziers and other mystical tools (see also the &#039;&#039;[[Bind Path Focus]]&#039;&#039; rite).&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Workshops:&#039;&#039;&#039; Creation skills all require some sort of facility in which to do their work: an [[Alchemy#Laboratories|alchemist’s laboratory]], a [[Crafting#Workshops|crafter&#039;s workshop]] or a [[Surgery#Surgeon&#039;s Beds|surgeon’s bed]]. At minimum, a workspace should include a surface to work on – a table, bench, mat or bed – and at least three tools, fixtures or fittings as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Miscellaneous:&#039;&#039;&#039; Beyond the necessities are a world of items that add depth and character to the game: chests and boxes (which may have locks or traps on them), benches and tables, tapestries and banners, musical instruments, religious symbols and shrines, boardgames, dishes and drinking vessels, to name just a few.&lt;br /&gt;
&lt;br /&gt;
====Damaged and Broken Items====&lt;br /&gt;
&lt;br /&gt;
Any item may be damaged in game, with weapons, by spells such as &#039;&#039;[[Shatter]]&#039;&#039;, by acids or burning or by other means. There are three degrees of damage.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Damaged:&#039;&#039;&#039; The item is bent or shattered, straps snapped, moving parts misaligned etc. Armour damaged in battle is always considered damaged. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Broken:&#039;&#039;&#039; The item has been burned, partially melted or dissolved, badly rusted or preternaturally weakened or otherwise damaged beyond easy repair.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Destroyed:&#039;&#039;&#039; The item has been wholly melted or dissolved, disintegrated or otherwise damaged beyond all recovery.&lt;br /&gt;
&lt;br /&gt;
Damaged items can be repaired quickly and easily by a crafter at their workshop, or repaired in the field with [[Crafting Designs#Armour Staples|armour staples]]  or via the &#039;&#039;[[Mend]]&#039;&#039; or &#039;&#039;[[Repair]]&#039;&#039; spells, while broken items must be substantially recrafted, at a cost in work units and materials. Destroyed items cannot be repaired. See &#039;&#039;[[Crafting#Repairing Crafted Items|Repairing Crafted Items]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (e.g. an alchemist’s laboratory) may additionally require a skilled character to spend [[Creation#Work Units|work units]] assembling and identifying components; a referee can give guidance on requirements.&lt;br /&gt;
&lt;br /&gt;
====Equipment Quality====&lt;br /&gt;
&lt;br /&gt;
Equipment comes at various levels of quality, types of material or other features construction.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Standard:&#039;&#039;&#039; By default, all equipment is &#039;&#039;&#039;standard&#039;&#039;&#039; quality, with no game effect beyond meeting the need for the item. Standard equipment never costs any in-character money or resources – a crafter can simply roleplay making or repairing it in their workspace, without spending [[Creation#Work Units|work units]] or materials. It requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; but no item card.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Superior and Mastercrafted:&#039;&#039;&#039; Higher quality &#039;&#039;&#039;superior&#039;&#039;&#039; and &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items have an in-character cost, and need to be purchased from traders or made by a skilled crafter using work units and materials. Higher quality equipment generally grants some skill bonus or enhances magical or other effects. Such items must have an [[#Item Tracking|item card]], which signifies their existence and may need to be presented to a referee to receive any bonus. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Ornate and Signature:&#039;&#039;&#039; Richly decorated &#039;&#039;&#039;ornate&#039;&#039;&#039; items are plated or inlaid with precious metals, inset with gems, baroqued with fine carvings and embellishments etc., adding to the value of the item but otherwise having no game effect. Distinctive &#039;&#039;&#039;signature&#039;&#039;&#039; items are made by specific named crafters and can be identified on sight by knowledgeable merchants; they have additional scarcity value, and in some cases may have further game effects. Like high quality items, they have a specific in-game cost, and must carry an item card; the value of any embellishments, in materials and work is listed separately on the back of the card.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Silver, Cold Iron and Other Materials:&#039;&#039;&#039; In a world where werewolves and magical beasts abound, items made from &#039;&#039;&#039;silver&#039;&#039;&#039; alloy, from the rare unrefined metal known as &#039;&#039;&#039;cold iron&#039;&#039;&#039; and other more exotic materials are cherished. Weapons made from such metals may grant special damage calls, and cold iron items in particular are immune to magic. Like higher quality or ornate items, these items must carry item cards.&lt;br /&gt;
&lt;br /&gt;
Crafted items [[#Expiry|lose quality over time]], becoming standard items, unless &#039;&#039;&#039;maintained&#039;&#039;&#039;, at a cost in work units and materials. An item which has expired can be &#039;&#039;&#039;restored&#039;&#039;&#039;, at a greater cost. The exception is ornate and signature items: an old, pretty item may no longer be as high quality as when it was crafted, but it’s still pretty!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Magic vs. Cold Iron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aside from granting the relevant [[Calls#Damage Type|damage call]], all cold iron items are &#039;&#039;&#039;completely&#039;&#039;&#039; immune to direct magical effects, including spells or magical abilities that alter (e.g. &#039;&#039;[[Transmute]]&#039;&#039;), damage (e.g. &#039;&#039;[[Shatter]]&#039;&#039;), enhance (e.g. &#039;&#039;[[Corporeal Weapon]]&#039;&#039;) or repair items (e.g. &#039;&#039;[[Mend]]&#039;&#039;). Cold iron cannot be enchanted or invested by [[Invocation]], [[Thaumaturgy]], [[Ritual Magic]] or other magical disciplines.&lt;br /&gt;
&lt;br /&gt;
Cold iron items &#039;&#039;are&#039;&#039; subject to spells or abilities that indirectly affect them, including information spells (such as &#039;&#039;[[Identify Materials]]&#039;&#039;), or spells that move or manipulate them without harming or altering them (such as &#039;&#039;[[Fumble]]&#039;&#039; or &#039;&#039;[[Telekinesis]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
This immunity doesn’t apply to abilities that use the &#039;&#039;Mundane&#039;&#039; call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Enchantment and Investment====&lt;br /&gt;
&lt;br /&gt;
Any piece of equipment (except those made from cold iron) may also be &#039;&#039;&#039;enchanted&#039;&#039;&#039;, invested with magic power by various means. Enchanted objects may have any imaginable properties or abilities, which may apply either to the item (e.g. a weapon with a special damage call) or to the wielder (e.g. an amulet that grants an extra body hit).&lt;br /&gt;
&lt;br /&gt;
Enchanted items are subject to various limits.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Continuous and At Will:&#039;&#039;&#039; A &#039;&#039;&#039;continuous&#039;&#039;&#039; enchantment applies constantly, while an &#039;&#039;&#039;at will&#039;&#039;&#039; enchantment must be activated, but may be used as often as wished, with no limitations.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Uses Per Day and Magic Points:&#039;&#039;&#039; Some items can be used a certain number of times &#039;&#039;&#039;per day&#039;&#039;&#039;, or have a pool of [[Magic#Magic Points|magic points]] that can be spent on the item’s powers (by default, magic points can only be used to activate the item’s stated powers, not accessed by the wielder for their own use). These limits apply to the &#039;&#039;item&#039;&#039;, not the wielder: an item that grants three uses per day, for instance, may be used twice by one character and once by a second character in the same day, not three times by each character. The pool refreshes each day; unused points or uses do not carry over.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Charges:&#039;&#039;&#039; Some items – including all items made by [[Invocation]] – are created with a total pool of &#039;&#039;&#039;charges&#039;&#039;&#039;, which are held over from one day to the next (provided the item doesn’t expire, e.g. trinkets expire at the end of the day they are created). By default, charged items cannot be recharged; once the last charge is expended, the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
Enchanted and invested items must carry an &#039;&#039;&#039;[[#Item Tracking|item card]]&#039;&#039;&#039;, which may need to be presented to a referee to use their abilities. All enchanted items lose their enchantment over time, becoming mundane items again or being destroyed altogether.&lt;br /&gt;
&lt;br /&gt;
By default, items can be used by any character, but some are more restricted. Certain items require a specific &#039;&#039;&#039;[[Skills List|skill]]&#039;&#039;&#039; to use, generally relevant to the ability, e.g. an item that grants bonus work units that must be used by a character with a relevant crafting skill (unless stated otherwise, weapons always require the relevant combat skill to wield). Items may instead be &#039;&#039;&#039;bound&#039;&#039;&#039; to a specific user, or group of users. Skilled and bound items will state any relevant requirements on the item card.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Spells vs. Magic Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like cold iron items, enchanted items are largely immune to &#039;&#039;&#039;lesser&#039;&#039;&#039; and &#039;&#039;&#039;greater&#039;&#039;&#039; spells that directly affect them, including spells or magical abilities that alter or damage them (e.g. &#039;&#039;[[Transmute]]&#039;&#039; or &#039;&#039;[[Shatter]]&#039;&#039;), but not to information spells (e.g. &#039;&#039;[[Detect Magic]]&#039;&#039;) or spells that affect them indirectly (e.g. &#039;&#039;[[Telekinesis]]&#039;&#039; or &#039;&#039;[[Fumble]]&#039;&#039;). This applies even to items temporarily enchanted by spells and abilities such as &#039;&#039;[[Magic Armour]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;exalted&#039;&#039;&#039; spells can affect magic items to various extents, including &#039;&#039;[[Disenchantment]]&#039;&#039; and &#039;&#039;[[Disintegrate]]&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Artefacts====&lt;br /&gt;
&lt;br /&gt;
Every faction is home to a tiny handful of very rare and special items called &#039;&#039;&#039;Artefacts&#039;&#039;&#039;. Most are said to have been fashioned by the gods themselves; all are tied, in some way, to the legends and beliefs of the peoples that wield them.&lt;br /&gt;
&lt;br /&gt;
Artefacts have remarkable mystical properties. As weapons, in particular, they are extraordinarily powerful; not every creature can be killed outright by the &#039;&#039;Artefact&#039;&#039; damage call, but there is nothing in creation that cannot at least be badly injured by one of these weapons.&lt;br /&gt;
&lt;br /&gt;
Like magic items, artefacts are resistant to most spells. Even exalted magic is largely unable to affect them directly.&lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
&lt;br /&gt;
Many items with game effects are temporary and consumable, working for one use only before being destroyed or transformed. Unlike equipment, there is no uncarded level of quality with no game effect; all consumables are carded and have an in-game value.&lt;br /&gt;
&lt;br /&gt;
====One-Shot Items====&lt;br /&gt;
&lt;br /&gt;
One-shot items are low-cost enchanted or crafted items which have a game effect – often similar to casting a spell, using a martial skill etc. – and are consumed in the process (i.e. they’re essentially &#039;&#039;&#039;charged items&#039;&#039;&#039;, above, with a single charge). &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; Brewed by an [[Alchemist]] and variously drunk, rubbed onto the skin, inhaled, or applied via a weapon, potions are formulas that heal or otherwise benefit the subject, while poisons harm or afflict them in some way. A potion or poison must be represented with a flask, bottle or pot with a capacity of around 35ml.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Trinkets and Sigil Stones:&#039;&#039;&#039; Crafted from various materials and invested via [[Invocation]], trinkets and sigil stones are small, disposable items – a wooden chip, a twist of wire, a glass disk, a leather thong or similar – with symbols on them, which can be snapped or crushed, releasing a single casting of a spell. A stone should take the form of a small wooden, clay or stone tablet; a trinket can be represented by any suitable small, disposable object.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Scrolls:&#039;&#039;&#039; Drawn with magical ink onto good paper or vellum, a scroll likewise stores a spell until read out loud. A scroll must be represented by a sheet of A5 or larger paper.&lt;br /&gt;
&lt;br /&gt;
All one-shot items [[#Expiry|expire]] over time, after which they lose their effectiveness or crumble to nothing.&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
Resources are the materials from which other items are made. All resources decay over time and will expire; some last longer than others but, in the end, even the most hardy resource will also decay into uselessness.&lt;br /&gt;
&lt;br /&gt;
Resources can be bought or bartered from non-player characters, looted from monsters or otherwise gained as a reward from plot, gathered by the skills [[Foraging]], [[Gathering]] or [[Scrounging]] or harvested from the bodies of fallen foes. Some resources must be refined from other resources, preparing them for later use in other processes.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Creator Resources:&#039;&#039;&#039; These include &#039;&#039;&#039;[[Alchemy#Alchemy Ingredients|ingredients]]&#039;&#039;&#039; such as herbs, seeds, animal blood or venom, ground horns and other natural materials foraged from the wild, and &#039;&#039;&#039;[[Crafting#Crafting Materials|materials]]&#039;&#039;&#039; such as timber from trees, ore dug from the earth, fleece gathered from animals and other natural materials, paper, cloth, glass, gemstones and other materials both raw and refined. These resources are fashioned by alchemists and crafters into potions and poisons, weapons and armour, clothes and scrolls and all manner of things. Some materials come in varying levels of &#039;&#039;&#039;quality&#039;&#039;&#039;.&amp;lt;br/&amp;gt;Some resources may bear a specific description on the card (e.g. wood may stipulate &#039;&#039;oak&#039;&#039; or &#039;&#039;pine&#039;&#039;, or a high quality cloth may state &#039;&#039;linen&#039;&#039; or &#039;&#039;silk&#039;&#039;). Some projects require specific materials, but if no such requirement is given, this description has no mechanical effect.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Ether Spheres:&#039;&#039;&#039; Appearing in the world shortly after the construction of the cantle frame in 1123, &#039;&#039;&#039;[[Rituals#Ether Spheres|ether]]&#039;&#039;&#039; is linked to the remaking of the world in ways not yet understood. A mystical gas or vapour found in places of strong magical potential, ether is trapped into spheres by the Worshipful Guild of Ethermongers, in which form it can be used by ritualists to govern the newly-unpredictable circles – and for other purposes besides.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Magical Inks and Amalgams:&#039;&#039;&#039; Brewed by Alchemists like potions and poisons, &#039;&#039;&#039;[[Alchemy#Magical Inks|magical inks]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Alchemy#Magical Amalgams|amalgams]]&#039;&#039;&#039; are used by invokers to trap magic into scrolls, talismans and other items. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Other Materials:&#039;&#039;&#039; Powders and candles, incense and oils, cloths and bonds and other items – many skills in the game use resources made, found or bartered for various purposes.&lt;br /&gt;
&lt;br /&gt;
All resources [[#Expiry|lose potency]] over time, after which they become useless.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Staples and Bandages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two special consumables exist primarily to allow crafters to store work units to use in the field: &lt;br /&gt;
:*&#039;&#039;&#039;[[Crafting Designs#Armour Staples|Armour Staples]]:&#039;&#039;&#039; Used by a blacksmith to quickly repair damaged armour.&lt;br /&gt;
:*&#039;&#039;&#039;[[Surgery#Surgeon’s Bandages|Surgeon’s Bandages]]:&#039;&#039;&#039; Used by a surgeon to keep a mortally wounded character alive, partly heal them, or clean a poisoned or infected wound.&lt;br /&gt;
&lt;br /&gt;
Very skilled blacksmiths and surgeons can learn to make better use of these resources, or to produce other resources with more dramatic effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item Tracking==&lt;br /&gt;
&lt;br /&gt;
All items – other than &#039;&#039;&#039;standard&#039;&#039;&#039; items based on a player’s personal phys reps – are labelled and tagged in various ways. These labels hold information about the items’ mechanical effects (if any), and are used for recording ownership and tracking charges and upkeep. They also play a role in &#039;&#039;&#039;in-character theft&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Item Cards:&#039;&#039;&#039; Any high-quality or enchanted item, or item made of special materials, is always accompanied by an &#039;&#039;&#039;item card&#039;&#039;&#039; detailing its properties and effects, which must be kept with the phys rep at all times.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tearable Cards:&#039;&#039;&#039; Resources and one-shot items are always accompanied by an item card detailing its properties and effects, which must be kept with the item at all times. The card is torn in half when the item is used, which confirms that the item has been used, and reflects its destruction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Charges, Uses Per Day and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Items with &#039;&#039;&#039;charges&#039;&#039;&#039;, &#039;&#039;&#039;uses per day&#039;&#039;&#039; or &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039; are accompanied with item cards, but must also bear some means of tracking uses, such as tearable cards, one card with tick boxes or a string of beads.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Expiry====&lt;br /&gt;
&lt;br /&gt;
Every carded item in the game except artefacts expires sooner or later, including resources, crafted items, and one-shot and enchanted items.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Resources:&#039;&#039;&#039; By default, raw resources spoil &#039;&#039;&#039;two years&#039;&#039;&#039; after harvesting, unless refined or used. Finished resources spoil &#039;&#039;&#039;three years&#039;&#039;&#039; after refining, unless used. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Crafted Items:&#039;&#039;&#039; Mundane superior and mastercrafted items last &#039;&#039;&#039;three years&#039;&#039;&#039; until degrading to standard items, but can be maintained at a cost in [[Creation#Work Units|work units]] and materials. Expired items can also be restored at a greater cost.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; Potions, poisons, inks, alloys and other items created via Alchemy last &#039;&#039;&#039;three years&#039;&#039;&#039; until they spoil, becoming useless. The expiry of more complex and rare potions may differ.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Invocation Items:&#039;&#039;&#039; Trinkets, sigil stones, scrolls and talismans have durations between &#039;&#039;&#039;one day&#039;&#039;&#039; and &#039;&#039;&#039;one year&#039;&#039;&#039;, listed on the card, after which they crumble to dust.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Enchanted Items:&#039;&#039;&#039; Ritually-enchanted items may have a set duration, or may require constant maintenance. When the enchantment expires or is allowed to lapse, the item turns back into a standard quality mundane item.&lt;br /&gt;
&lt;br /&gt;
The expiry date of any item is listed on the [[#Item Tracking|item card]], along with any item-specific maintenance requirements.&lt;br /&gt;
&lt;br /&gt;
====Ownership====&lt;br /&gt;
&lt;br /&gt;
The character that owns any given enchanted item is recorded on the item database for reference, and in some cases (especially &#039;&#039;&#039;bound&#039;&#039;&#039; items, or items that require continuous upkeep) printed on the card. Crafted items aren’t usually registered in this way.&lt;br /&gt;
&lt;br /&gt;
In the event an item is given to (or stolen by) another character, the item will need to be presented to the Game Organisation Desk to have the registered owner updated. This also facilitates the return of a stolen item’s phys rep.&lt;br /&gt;
&lt;br /&gt;
====Unique and Plot Items====&lt;br /&gt;
&lt;br /&gt;
Typically only items with game effects are tagged and tracked, but from time to time an item with a storied past – a famed former ritualist’s ceremonial robes, a book of scripture, the weapon used to kill a legendary enemy – may be entered into the item database even if it is a mundane, standard-quality item. Unique items like this are given item cards like other special items.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Warrior&amp;diff=2753</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Warrior&amp;diff=2753"/>
		<updated>2024-09-09T11:39:58Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Warrior Study Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whether a hulking brute or an artful fencer, a raging berserker or a keen strategist, a warrior is first and foremost someone who gives battle. Some fight alone and some lead others; some rely on skill and some on power, but all devote their lives to warfare.&lt;br /&gt;
&lt;br /&gt;
Warrior skills aren’t neatly grouped in skill paths like the other archetypes, but more of a selection of skills to suit different fighting styles: use of the call &#039;&#039;Strength&#039;&#039;; attacks to disarm, daze or pierce armour; terrible blows with long weapons; stalwart defence with a shield; berserk rage. Warriors can also build their bodies up to take more punishment and learn to make better use of armour. Generals can make inspiring speeches and learn keen tactical acumen.&lt;br /&gt;
&lt;br /&gt;
====Advice for Warrior Characters====&lt;br /&gt;
&lt;br /&gt;
No warrior would be without some weapon skills, of course; and it’s advisable to supplement the basic skill with some of the special attacks in the below list, such as [[Disarming]], [[Strikedown Blow]] or [[Strong Blow]]. [[Body Development]] as a minimum is a must, and most warriors will learn at least [[Medium Armour]]. [[Iron Body]], [[Iron Will]] and [[Resist Magic]] offer defence against magical attacks, given warriors are unable to [[countermagic|counter]] spells in armour.&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] will give a warrior a keen eye for the quality of their weapons and armour – and the skills to repair them after the battle. Warrior-mages might combine spellcasting skill (with the [[Armoured Caster]] skill) with more martial training.&lt;br /&gt;
&lt;br /&gt;
==Warrior Skills==&lt;br /&gt;
&lt;br /&gt;
{{Warrior Skills}}&lt;br /&gt;
&lt;br /&gt;
==Warrior Study Paths==&lt;br /&gt;
&lt;br /&gt;
Like scouts, most warriors pursue further [[Training]] in their archetype skills, learning to use their skills more often or to greater effect, rather than individual [[Research]]; but innovative and dedicated warriors will find routes for exploring new powers.&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&lt;br /&gt;
Might makes right, they say; or at least it does for those who pursue this path. With training or research, warriors can draw on the &#039;&#039;Strength&#039;&#039; call more often or for longer – masters are said to be able to wield it permanently – or add spectacular effects, hurling their opponents around or shaking the ground with their might.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
&lt;br /&gt;
The elegant duellist can further develop their command of the single blade beyond the [[Disarming]] skill, piercing armour more readily, scratching their opponents’ foreheads to cause them to bleed into their eyes, cutting straps on their opponents’ armour. Some are said to pursue these techniques to a near-mystical degree, piercing even magical defences.&lt;br /&gt;
&lt;br /&gt;
====Destruction====&lt;br /&gt;
&lt;br /&gt;
In the hands of a seasoned warrior, greataxes and longspears are things of terror. Beyond [[Strikedown Blow]] and [[Crushing Blow]], devotees of these weapons can research attacks to smite their foes and shatter their bodies, shear through shields and even smash stone walls.&lt;br /&gt;
&lt;br /&gt;
====Defence====&lt;br /&gt;
&lt;br /&gt;
The shield is, for many, a greater tool than any weapon. Beyond the [[Immovable Shield]] skill, warriors can learn to hold their ground even against magical assault; those also trained to [[Defend Others]] can learn to extend their defences to those behind or around them.&lt;br /&gt;
&lt;br /&gt;
====Berserk====&lt;br /&gt;
&lt;br /&gt;
The berserker abandons all self-preservation to terrify and destroy their enemies. With training, they can enter their battle frenzy more often, or for longer; with research, they can gain great strength or inflict terrible blows in the throes of their rage.&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&lt;br /&gt;
Generals and Warleaders make battle with their minds – and with the inspiration they give those who follow them. Beyond [[Rallying Cry]] is a route to spurring the warrior’s soldiers to greater feats; and beyond [[Strategic Insight]] is research into not just anticipating but manipulating the battlefield, plotting the disposition of traps, siege engines and troop movements to decide the outcome before a single soldier has taken the field.&lt;br /&gt;
&lt;br /&gt;
====Magical Warrior====&lt;br /&gt;
&lt;br /&gt;
Those who wield both spells and blades walk a line between two worlds. Dipping often into the magician archetype, this warrior improves on the [[Armoured Caster]] skill, casting spells more often or in heavier armour – and there are more secrets open to them, channelling magics through their hands and blades, finding the weaknesses in magical opponents’ defences and shrugging off the effects of enemy magics.&lt;br /&gt;
&lt;br /&gt;
==Example Warrior Characters==&lt;br /&gt;
&lt;br /&gt;
====Berserker====&lt;br /&gt;
&lt;br /&gt;
Born in a harsh, dangerous land, the berserker has dedicated their life to a god of war and fury. Let others pray in the temple or the sacred grove – the berserker makes their worship in battle. Heedless of their own safety, they throw themselves at their enemies without reserve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Body Development]] (6), [[Fearlessness]] (4), [[Heroic Charge]] (6), [[Two Weapons]] (3), 1 unspent point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Runes and tattoos around the face and arms; furs and two one-handed axes.&lt;br /&gt;
&lt;br /&gt;
====Duellist====&lt;br /&gt;
&lt;br /&gt;
The child of a wealthy merchant in a major city, the duellist devoted their life to the study of swordplay. They sneer at warriors trudging under layers of armour and bristling with weapons – the beauty and precision of a simple blade is enough for them. Joining the warband to travel the world, they are always seeking an opponent worthy of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Confusing Blow]] (6), [[Dirty Fighting]] (5), [[Disarming]] (6), [[Light Armour]] (2), 1 unspent point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Green skin with grey highlights and a single horn; light, fashionable clothes including leather armour and a cape, a single rapier and a dagger.&lt;br /&gt;
&lt;br /&gt;
====Monster Slayer====&lt;br /&gt;
&lt;br /&gt;
Driven to revenge for loved ones lost to vampires, the monster slayer is an implacable foe of all undead, training to wield both magic and the blade to defeat their terrible quarry – and honing their mind to throw off the vampires’ famed spiritual powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Armour Proficiency]] (6), [[Iron Will]] (3), [[Light Armour]] (2), [[Spiritual Spellcasting]] (6), [[Two Weapons]] (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A long scar on the face; rugged, practical clothes with pockets for tools and charms, a prominent holy symbol and two swords.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2752</id>
		<title>Magician</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2752"/>
		<updated>2024-09-09T10:38:57Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Necromancy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From powerful healers and flame-hurling battle mages to canny summoners and the creators of intricate scrolls and wands, magicians wield powers beyond the ken of mortal folk.&lt;br /&gt;
&lt;br /&gt;
Spellcasting skill paths include the three spheres:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal Magicians&#039;&#039;&#039; that heal and harm, &lt;br /&gt;
:*&#039;&#039;&#039;Elemental Magicians&#039;&#039;&#039; that change, move and destroy,&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Magicians&#039;&#039;&#039; that govern spirits and influence minds, &lt;br /&gt;
&lt;br /&gt;
And the three conjunctional magics:&lt;br /&gt;
&lt;br /&gt;
:*Dealing with elemental and oathbound creatures via &#039;&#039;&#039;Demonology&#039;&#039;&#039;, &lt;br /&gt;
:*The undead via &#039;&#039;&#039;Necromancy&#039;&#039;&#039;, or &lt;br /&gt;
:*Soulless constructs via &#039;&#039;&#039;Thaumaturgy&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Beyond these are two disciplines concerned with weaving subtler, more enduring enchantments, creating charged charms and talismans via [[Invocation]] or channelling the vast powers of the leylines via [[Ritual Magic]].&lt;br /&gt;
&lt;br /&gt;
====Advice for Magician Characters====&lt;br /&gt;
&lt;br /&gt;
Almost every magician learns some spellcasting, and most will pursue at least one sphere to greater level. Many magicians pick up one level of [[Ritual Magic]], to enable them to contribute to rituals. [[Extra Magic Points]] are essential. &lt;br /&gt;
&lt;br /&gt;
Combat spellcasters can conserve magic by taking [[Iron Will]] or [[Resist Magic]] to save them from having to counter enemy spells.&lt;br /&gt;
&lt;br /&gt;
[[Invocation|Invokers]] may dip into crafting skills including [[Artisan]] for scrolls and trinkets or [[Alchemist]] for inks, although it’s generally more effective to collaborate with dedicated creators.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Most of these skills cost (and provide) [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{{Magician Skills}}&lt;br /&gt;
&lt;br /&gt;
==Magician Study Paths==&lt;br /&gt;
&lt;br /&gt;
Although there is scope for [[Training]] in magical gifts and skills, much magical progression is in researching new and improved magical techniques, especially [[Rites]].&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Corporeal Sorcery====&lt;br /&gt;
&lt;br /&gt;
Corporeal magic holds in its two hands the twin powers of life and death. Healers can investigate faster, more powerful and more versatile treatments for the wounded and heal even the most terrible diseases&#039; venoms. Corporeal magic also allows transformations and enhancements of the living form, or explorations of the natures of plants or other life forms. Some attempt to create new herbs or other things for alchemy to use. Some seek even to create life (although no-one yet has succeeded in reversing death).&lt;br /&gt;
&lt;br /&gt;
More combative Corporealists can inflict terrible harm on their foes, overcoming magical defences, twisting their enemies&#039; bodies away from their natures – or just killing them outright.&lt;br /&gt;
&lt;br /&gt;
====Elemental Sorcery====&lt;br /&gt;
&lt;br /&gt;
Elemental magic is the power of the natural world, the substance of which all things are made and the natural forces – light, heat, movement – that govern them. It is also the magic of change and transformation. Elementalists can learn to charge, power or modify objects or materials, to manipulate their environment or to snatch energy away, bringing cold, darkness and stillness. Elemental magic excels on the battlefield, hurling fire, lightning or cold about to destroy opponents and objects.&lt;br /&gt;
&lt;br /&gt;
Many Elemental Magicians specialise by &#039;&#039;&#039;element&#039;&#039;&#039;, focusing on fire (and on harmful spells, or spells that control energy), earth (and spells that strengthen and defend), air (and spells that create movement, or that repel attacks) or water (and spells that transform and change).&lt;br /&gt;
&lt;br /&gt;
====Spiritual Sorcery====&lt;br /&gt;
&lt;br /&gt;
Spiritual magic governs minds, emotions and feelings; sorcerers on this path look to magics that control others – or free or protect them from control. It also influences fate and destiny, including the powers of chance. This is a risky proposition, as the forces of fate dislike being controlled, and those who proceed incautiously may find their enchantments turning against them.&lt;br /&gt;
&lt;br /&gt;
Most importantly, spiritual magic governs spirits themselves, especially &#039;&#039;&#039;free spirits&#039;&#039;&#039;, neither undead nor demons: the ancestors, the spirits of nature, of place, of trades and mortal endeavour; the spirits of stories, even the gods themselves. Starting by researching the rites [[Call Spirit]], [[Offering]] or [[Sanctify]], spiritual sorcerers can attempt to make relationships with these prickly, proud beings.&lt;br /&gt;
&lt;br /&gt;
====Demonology====&lt;br /&gt;
&lt;br /&gt;
The powers of Demonologists all relate to the denizens of the Demon Plane, which tends to influence the nature of the practice. Anyone can deal with Demon, but a Demonologist excels at it, commanding and dominating Elementals or bargaining and trading with the Oathbound. This often means summoning demons (starting with researching the [[Summon Demon]] rite) and usually building on summoning, warding against and controlling progressively more powerful creatures. This requires more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
The scope for power moves far beyond that, including learning to bind demons into people or physical objects, enhance or weaken them or change their natures, or to travel to and from the Demon Plane.&lt;br /&gt;
&lt;br /&gt;
There is also scope to make dealing with demons more reliable or controllable: this includes researching &#039;&#039;&#039;Pacts&#039;&#039;&#039;, formulaic transactions with fixed costs and standard outcomes, or learning to create, remove or manipulate &#039;&#039;&#039;Demonic Marks&#039;&#039;&#039; – or to use them for the Demonologist’s own ends.&lt;br /&gt;
&lt;br /&gt;
====Necromancy====&lt;br /&gt;
&lt;br /&gt;
The powers of Necromancy straddle the line between life and death, and this influences the approach of those who study it. Those who wish to command the dead will need to learn to raise (per the [[Raise Dead]] rite) or summon them, as well as focusing on strengthening their powers to summon and control, requiring more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
From there, the Necromancer can learn to enhance or alter their servants. Some, conversely, study this path specifically to combat the undead, learning powerful banishment and protection rites, and powers to weaken the undead or remove their powers.&lt;br /&gt;
&lt;br /&gt;
Beyond the study of the creatures, necromancers can learn to channel the powers of the Plane of Undeath directly, with &#039;&#039;&#039;maledictions&#039;&#039;&#039; that inflict a taste of undeath on their victims, or &#039;&#039;&#039;emulations&#039;&#039;&#039; that allow the caster to adopt some of their powers themselves. The final goal for many necromancers is to seek undeath themselves.&lt;br /&gt;
&lt;br /&gt;
====Thaumaturgy====&lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the miracle of creation, giving life to the lifeless. Most Thaumaturges research a range of &#039;&#039;&#039;devices&#039;&#039;&#039;, weapons or tools fuelled by the magics of the Plane of Constructs to grant them extraordinary powers and qualities, but the ultimate expression of this is the creation, control and programming of &#039;&#039;&#039;simulacra&#039;&#039;&#039;, animate but soulless beings with the semblance of life. Thaumaturges are also masters of materials, learning to shape, alter or enhance the properties of mundane things.&lt;br /&gt;
&lt;br /&gt;
There &#039;&#039;are&#039;&#039; things native to the Plane of Constructs; while most Thaumaturges concern themselves with creating their own constructs, some learn to conjure them from their own world, or travel there themselves. They hold that there is vast power there to be tapped, although the creatures of that world can be dangerous and unpredictable.&lt;br /&gt;
&lt;br /&gt;
====Invocation====&lt;br /&gt;
&lt;br /&gt;
Invocation is the investment of mundane things with magic, to be called forth at the will of the bearer. With research, Invokers can invest charms and talismans with more power, or create items in forms other than wands, brands and amulets, investing clothing, tools or musical instruments with power.&lt;br /&gt;
&lt;br /&gt;
But the true power of Invocation is unlocked through the sigils, the ancient language of magic. With the right combination of sigils, the invoker can express their will in a host of more complex ways, even capturing effects beyond the standard spell lists.&lt;br /&gt;
&lt;br /&gt;
====Ritual Magic====&lt;br /&gt;
&lt;br /&gt;
To be a Ritualist is to govern powers akin to the gods – the potential for power is greater than any other path, as are the risks. Many Ritualists specialise in certain types of ritual – divinations, summonings, the enchantment of objects, the enchantment of people, the magic of one sphere or another – but there are many other routes. &lt;br /&gt;
&lt;br /&gt;
Some learn to better channel (or briefly boost) the magic of the circle, or to manipulate the &#039;&#039;&#039;wards&#039;&#039;&#039;, expanding them or changing their shape or properties. Some learn to draw power from an audience, inviting spectators to cheer, play music or support the ritual through chanting and response. Some embrace &#039;&#039;&#039;wild magic&#039;&#039;&#039;, finding power in unpredictability, or learn to manipulate [[Rituals#Ether Spheres|ether spheres]].&lt;br /&gt;
&lt;br /&gt;
Some eschew the circle altogether, finding ways to more safely (although never entirely safely!) tap the powers of the [[Rituals#Leylines|Leylines]]. Some expand their knowledge to accessing places of power such as holy shrines or trees of life.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Priest Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There’s no “religious” archetype, covering priests and paladins who channel the powers of the gods. This is mostly because the gods themselves choose to whom they grant their boons; it’s not up to mortals to train for these powers, so much as to make themselves worthy of them.&lt;br /&gt;
&lt;br /&gt;
That said, players interested in this type of character have a number of routes open to them to seek out the approval of the gods.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Sorcery:&#039;&#039;&#039; Spiritual spellcasters can research rites allowing them to call out to powerful spirits, dedicate shrines to them and make offerings to them, creating a connection through which a spirit may grant blessings.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Ritual magicians can learn how to access &#039;&#039;&#039;places of power&#039;&#039;&#039; such as holy shrines, in the same way they can open and draw on ritual circles, praying to the gods to grant them miracles in the name of their flocks.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Faction Specials:&#039;&#039;&#039; Every faction offers tests and trials to become [[Character Progression#Special Characters|special characters]] with powers granted by the gods, or by the beliefs of the community.&lt;br /&gt;
&lt;br /&gt;
All of these paths require the character to demonstrate strong and persistent faith; in many cases the gods may require the character to adhere to particular moral values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Magician Characters==&lt;br /&gt;
&lt;br /&gt;
====Cosmologist====&lt;br /&gt;
&lt;br /&gt;
Showing promise in the village school, the cosmologist was chosen as an apprentice by a powerful sorcerer, but after a few frustrating years struck out on their own: the world is far too interesting to get bogged down in great enchantments. They just want to study and understand the universe, and apply their arts to cracking its mysteries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Elemental Spellcasting]] (6), [[Intuition]] (5), [[Sense Magic]] (5), 4 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Blue and black makeup around the eyes, speckled with stars; a worn, patched robe festooned with pockets and pouches full of notepaper, pens, eyeglasses and jars for collecting things to study.&lt;br /&gt;
&lt;br /&gt;
====Hierophant====&lt;br /&gt;
&lt;br /&gt;
A dedicated servant of the gods, the hierophant has spent years as a novice in a holy order, learning the ceremonies and observances of their church. Beyond learning mere ritual, though, they have learned to open their souls to the other world, speaking to the spirits of holy places – and listening to their answers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Greater Spiritual Spellcasting]] (8), [[Ritual Magic]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A sparkly white stripe across the eyes; heavy robes and a stole decorated with the symbols of their faith.&lt;br /&gt;
&lt;br /&gt;
====Summoner====&lt;br /&gt;
&lt;br /&gt;
Not all factions see demonology as evil, of course; the summoner is from a kingdom with a proud tradition in the art, and went to a college and studied under a master as did their forebears before them. But summoning and bargaining with demons isn’t for the faint-hearted – they must combine magical knowledge with ironclad resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Demonology]] (8), [[Elemental Spellcasting]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Purple skin with red highlights; long, immaculate robes dressed with mystical sigils.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2751</id>
		<title>Magician</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2751"/>
		<updated>2024-09-09T10:29:49Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Corporeal Sorcery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From powerful healers and flame-hurling battle mages to canny summoners and the creators of intricate scrolls and wands, magicians wield powers beyond the ken of mortal folk.&lt;br /&gt;
&lt;br /&gt;
Spellcasting skill paths include the three spheres:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal Magicians&#039;&#039;&#039; that heal and harm, &lt;br /&gt;
:*&#039;&#039;&#039;Elemental Magicians&#039;&#039;&#039; that change, move and destroy,&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Magicians&#039;&#039;&#039; that govern spirits and influence minds, &lt;br /&gt;
&lt;br /&gt;
And the three conjunctional magics:&lt;br /&gt;
&lt;br /&gt;
:*Dealing with elemental and oathbound creatures via &#039;&#039;&#039;Demonology&#039;&#039;&#039;, &lt;br /&gt;
:*The undead via &#039;&#039;&#039;Necromancy&#039;&#039;&#039;, or &lt;br /&gt;
:*Soulless constructs via &#039;&#039;&#039;Thaumaturgy&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Beyond these are two disciplines concerned with weaving subtler, more enduring enchantments, creating charged charms and talismans via [[Invocation]] or channelling the vast powers of the leylines via [[Ritual Magic]].&lt;br /&gt;
&lt;br /&gt;
====Advice for Magician Characters====&lt;br /&gt;
&lt;br /&gt;
Almost every magician learns some spellcasting, and most will pursue at least one sphere to greater level. Many magicians pick up one level of [[Ritual Magic]], to enable them to contribute to rituals. [[Extra Magic Points]] are essential. &lt;br /&gt;
&lt;br /&gt;
Combat spellcasters can conserve magic by taking [[Iron Will]] or [[Resist Magic]] to save them from having to counter enemy spells.&lt;br /&gt;
&lt;br /&gt;
[[Invocation|Invokers]] may dip into crafting skills including [[Artisan]] for scrolls and trinkets or [[Alchemist]] for inks, although it’s generally more effective to collaborate with dedicated creators.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Most of these skills cost (and provide) [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{{Magician Skills}}&lt;br /&gt;
&lt;br /&gt;
==Magician Study Paths==&lt;br /&gt;
&lt;br /&gt;
Although there is scope for [[Training]] in magical gifts and skills, much magical progression is in researching new and improved magical techniques, especially [[Rites]].&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Corporeal Sorcery====&lt;br /&gt;
&lt;br /&gt;
Corporeal magic holds in its two hands the twin powers of life and death. Healers can investigate faster, more powerful and more versatile treatments for the wounded and heal even the most terrible diseases&#039; venoms. Corporeal magic also allows transformations and enhancements of the living form, or explorations of the natures of plants or other life forms. Some attempt to create new herbs or other things for alchemy to use. Some seek even to create life (although no-one yet has succeeded in reversing death).&lt;br /&gt;
&lt;br /&gt;
More combative Corporealists can inflict terrible harm on their foes, overcoming magical defences, twisting their enemies&#039; bodies away from their natures – or just killing them outright.&lt;br /&gt;
&lt;br /&gt;
====Elemental Sorcery====&lt;br /&gt;
&lt;br /&gt;
Elemental magic is the power of the natural world, the substance of which all things are made and the natural forces – light, heat, movement – that govern them. It is also the magic of change and transformation. Elementalists can learn to charge, power or modify objects or materials, to manipulate their environment or to snatch energy away, bringing cold, darkness and stillness. Elemental magic excels on the battlefield, hurling fire, lightning or cold about to destroy opponents and objects.&lt;br /&gt;
&lt;br /&gt;
Many Elemental Magicians specialise by &#039;&#039;&#039;element&#039;&#039;&#039;, focusing on fire (and on harmful spells, or spells that control energy), earth (and spells that strengthen and defend), air (and spells that create movement, or that repel attacks) or water (and spells that transform and change).&lt;br /&gt;
&lt;br /&gt;
====Spiritual Sorcery====&lt;br /&gt;
&lt;br /&gt;
Spiritual magic governs minds, emotions and feelings; sorcerers on this path look to magics that control others – or free or protect them from control. It also influences fate and destiny, including the powers of chance. This is a risky proposition, as the forces of fate dislike being controlled, and those who proceed incautiously may find their enchantments turning against them.&lt;br /&gt;
&lt;br /&gt;
Most importantly, spiritual magic governs spirits themselves, especially &#039;&#039;&#039;free spirits&#039;&#039;&#039;, neither undead nor demons: the ancestors, the spirits of nature, of place, of trades and mortal endeavour; the spirits of stories, even the gods themselves. Starting by researching the rites [[Call Spirit]], [[Offering]] or [[Sanctify]], spiritual sorcerers can attempt to make relationships with these prickly, proud beings.&lt;br /&gt;
&lt;br /&gt;
====Demonology====&lt;br /&gt;
&lt;br /&gt;
The powers of Demonologists all relate to the denizens of the Demon Plane, which tends to influence the nature of the practice. Anyone can deal with Demon, but a Demonologist excels at it, commanding and dominating Elementals or bargaining and trading with the Oathbound. This often means summoning demons (starting with researching the [[Summon Demon]] rite) and usually building on summoning, warding against and controlling progressively more powerful creatures. This requires more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
The scope for power moves far beyond that, including learning to bind demons into people or physical objects, enhance or weaken them or change their natures, or to travel to and from the Demon Plane.&lt;br /&gt;
&lt;br /&gt;
There is also scope to make dealing with demons more reliable or controllable: this includes researching &#039;&#039;&#039;Pacts&#039;&#039;&#039;, formulaic transactions with fixed costs and standard outcomes, or learning to create, remove or manipulate &#039;&#039;&#039;Demonic Marks&#039;&#039;&#039; – or to use them for the Demonologist’s own ends.&lt;br /&gt;
&lt;br /&gt;
====Necromancy====&lt;br /&gt;
&lt;br /&gt;
The powers of Necromancy straddle the line between life and death, and this influence the approach of those who study it. Those who wish to command the dead will need to learn to raise (per the [[Raise Dead]] rite) or summon them, as well as focusing on strengthening their powers to summon and control, requiring more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
From there, the Necromancer can learn to enhance or alter their servants. Some, conversely, study this path specifically to combat the undead, learning powerful banishment and protection rites, and powers to weaken the undead or remove their powers.&lt;br /&gt;
&lt;br /&gt;
Beyond the study of the creatures, necromancers can learn to channel the powers of the Plane of Undeath directly, with &#039;&#039;&#039;maledictions&#039;&#039;&#039; that inflict a taste of undeath on their victims, or &#039;&#039;&#039;emulations&#039;&#039;&#039; that allow the caster to adopt some of their powers themselves. The final goal for many necromancers is to seek undeath themselves.&lt;br /&gt;
&lt;br /&gt;
====Thaumaturgy====&lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the miracle of creation, giving life to the lifeless. Most Thaumaturges research a range of &#039;&#039;&#039;devices&#039;&#039;&#039;, weapons or tools fuelled by the magics of the Plane of Constructs to grant them extraordinary powers and qualities, but the ultimate expression of this is the creation, control and programming of &#039;&#039;&#039;simulacra&#039;&#039;&#039;, animate but soulless beings with the semblance of life. Thaumaturges are also masters of materials, learning to shape, alter or enhance the properties of mundane things.&lt;br /&gt;
&lt;br /&gt;
There &#039;&#039;are&#039;&#039; things native to the Plane of Constructs; while most Thaumaturges concern themselves with creating their own constructs, some learn to conjure them from their own world, or travel there themselves. They hold that there is vast power there to be tapped, although the creatures of that world can be dangerous and unpredictable.&lt;br /&gt;
&lt;br /&gt;
====Invocation====&lt;br /&gt;
&lt;br /&gt;
Invocation is the investment of mundane things with magic, to be called forth at the will of the bearer. With research, Invokers can invest charms and talismans with more power, or create items in forms other than wands, brands and amulets, investing clothing, tools or musical instruments with power.&lt;br /&gt;
&lt;br /&gt;
But the true power of Invocation is unlocked through the sigils, the ancient language of magic. With the right combination of sigils, the invoker can express their will in a host of more complex ways, even capturing effects beyond the standard spell lists.&lt;br /&gt;
&lt;br /&gt;
====Ritual Magic====&lt;br /&gt;
&lt;br /&gt;
To be a Ritualist is to govern powers akin to the gods – the potential for power is greater than any other path, as are the risks. Many Ritualists specialise in certain types of ritual – divinations, summonings, the enchantment of objects, the enchantment of people, the magic of one sphere or another – but there are many other routes. &lt;br /&gt;
&lt;br /&gt;
Some learn to better channel (or briefly boost) the magic of the circle, or to manipulate the &#039;&#039;&#039;wards&#039;&#039;&#039;, expanding them or changing their shape or properties. Some learn to draw power from an audience, inviting spectators to cheer, play music or support the ritual through chanting and response. Some embrace &#039;&#039;&#039;wild magic&#039;&#039;&#039;, finding power in unpredictability, or learn to manipulate [[Rituals#Ether Spheres|ether spheres]].&lt;br /&gt;
&lt;br /&gt;
Some eschew the circle altogether, finding ways to more safely (although never entirely safely!) tap the powers of the [[Rituals#Leylines|Leylines]]. Some expand their knowledge to accessing places of power such as holy shrines or trees of life.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Priest Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There’s no “religious” archetype, covering priests and paladins who channel the powers of the gods. This is mostly because the gods themselves choose to whom they grant their boons; it’s not up to mortals to train for these powers, so much as to make themselves worthy of them.&lt;br /&gt;
&lt;br /&gt;
That said, players interested in this type of character have a number of routes open to them to seek out the approval of the gods.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Sorcery:&#039;&#039;&#039; Spiritual spellcasters can research rites allowing them to call out to powerful spirits, dedicate shrines to them and make offerings to them, creating a connection through which a spirit may grant blessings.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Ritual magicians can learn how to access &#039;&#039;&#039;places of power&#039;&#039;&#039; such as holy shrines, in the same way they can open and draw on ritual circles, praying to the gods to grant them miracles in the name of their flocks.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Faction Specials:&#039;&#039;&#039; Every faction offers tests and trials to become [[Character Progression#Special Characters|special characters]] with powers granted by the gods, or by the beliefs of the community.&lt;br /&gt;
&lt;br /&gt;
All of these paths require the character to demonstrate strong and persistent faith; in many cases the gods may require the character to adhere to particular moral values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Magician Characters==&lt;br /&gt;
&lt;br /&gt;
====Cosmologist====&lt;br /&gt;
&lt;br /&gt;
Showing promise in the village school, the cosmologist was chosen as an apprentice by a powerful sorcerer, but after a few frustrating years struck out on their own: the world is far too interesting to get bogged down in great enchantments. They just want to study and understand the universe, and apply their arts to cracking its mysteries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Elemental Spellcasting]] (6), [[Intuition]] (5), [[Sense Magic]] (5), 4 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Blue and black makeup around the eyes, speckled with stars; a worn, patched robe festooned with pockets and pouches full of notepaper, pens, eyeglasses and jars for collecting things to study.&lt;br /&gt;
&lt;br /&gt;
====Hierophant====&lt;br /&gt;
&lt;br /&gt;
A dedicated servant of the gods, the hierophant has spent years as a novice in a holy order, learning the ceremonies and observances of their church. Beyond learning mere ritual, though, they have learned to open their souls to the other world, speaking to the spirits of holy places – and listening to their answers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Greater Spiritual Spellcasting]] (8), [[Ritual Magic]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A sparkly white stripe across the eyes; heavy robes and a stole decorated with the symbols of their faith.&lt;br /&gt;
&lt;br /&gt;
====Summoner====&lt;br /&gt;
&lt;br /&gt;
Not all factions see demonology as evil, of course; the summoner is from a kingdom with a proud tradition in the art, and went to a college and studied under a master as did their forebears before them. But summoning and bargaining with demons isn’t for the faint-hearted – they must combine magical knowledge with ironclad resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Demonology]] (8), [[Elemental Spellcasting]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Purple skin with red highlights; long, immaculate robes dressed with mystical sigils.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2750</id>
		<title>Magician</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Magician&amp;diff=2750"/>
		<updated>2024-09-09T10:28:44Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Corporeal Sorcery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From powerful healers and flame-hurling battle mages to canny summoners and the creators of intricate scrolls and wands, magicians wield powers beyond the ken of mortal folk.&lt;br /&gt;
&lt;br /&gt;
Spellcasting skill paths include the three spheres:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal Magicians&#039;&#039;&#039; that heal and harm, &lt;br /&gt;
:*&#039;&#039;&#039;Elemental Magicians&#039;&#039;&#039; that change, move and destroy,&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Magicians&#039;&#039;&#039; that govern spirits and influence minds, &lt;br /&gt;
&lt;br /&gt;
And the three conjunctional magics:&lt;br /&gt;
&lt;br /&gt;
:*Dealing with elemental and oathbound creatures via &#039;&#039;&#039;Demonology&#039;&#039;&#039;, &lt;br /&gt;
:*The undead via &#039;&#039;&#039;Necromancy&#039;&#039;&#039;, or &lt;br /&gt;
:*Soulless constructs via &#039;&#039;&#039;Thaumaturgy&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Beyond these are two disciplines concerned with weaving subtler, more enduring enchantments, creating charged charms and talismans via [[Invocation]] or channelling the vast powers of the leylines via [[Ritual Magic]].&lt;br /&gt;
&lt;br /&gt;
====Advice for Magician Characters====&lt;br /&gt;
&lt;br /&gt;
Almost every magician learns some spellcasting, and most will pursue at least one sphere to greater level. Many magicians pick up one level of [[Ritual Magic]], to enable them to contribute to rituals. [[Extra Magic Points]] are essential. &lt;br /&gt;
&lt;br /&gt;
Combat spellcasters can conserve magic by taking [[Iron Will]] or [[Resist Magic]] to save them from having to counter enemy spells.&lt;br /&gt;
&lt;br /&gt;
[[Invocation|Invokers]] may dip into crafting skills including [[Artisan]] for scrolls and trinkets or [[Alchemist]] for inks, although it’s generally more effective to collaborate with dedicated creators.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Most of these skills cost (and provide) [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{{Magician Skills}}&lt;br /&gt;
&lt;br /&gt;
==Magician Study Paths==&lt;br /&gt;
&lt;br /&gt;
Although there is scope for [[Training]] in magical gifts and skills, much magical progression is in researching new and improved magical techniques, especially [[Rites]].&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Corporeal Sorcery====&lt;br /&gt;
&lt;br /&gt;
Corporeal magic holds in its two hands the twin powers of life and death. Healers can investigate faster, more powerful and more versatile treatments for the wounded and heal even the most terrible diseases&#039; venoms. Corporeal magic also allows transformations and enhancements of the living form, or explorations of the natures of plants or other life forms. Some attempt to create new herbs or other things for alchemy to use. Some seek even to create life (although no-one yet has succeeded in reversing death).&lt;br /&gt;
&lt;br /&gt;
More combative Corporealists can inflict terrible harm on their foes, overcome magical defences, twist their bodies away from their natures – or just kill them outright.&lt;br /&gt;
&lt;br /&gt;
====Elemental Sorcery====&lt;br /&gt;
&lt;br /&gt;
Elemental magic is the power of the natural world, the substance of which all things are made and the natural forces – light, heat, movement – that govern them. It is also the magic of change and transformation. Elementalists can learn to charge, power or modify objects or materials, to manipulate their environment or to snatch energy away, bringing cold, darkness and stillness. Elemental magic excels on the battlefield, hurling fire, lightning or cold about to destroy opponents and objects.&lt;br /&gt;
&lt;br /&gt;
Many Elemental Magicians specialise by &#039;&#039;&#039;element&#039;&#039;&#039;, focusing on fire (and on harmful spells, or spells that control energy), earth (and spells that strengthen and defend), air (and spells that create movement, or that repel attacks) or water (and spells that transform and change).&lt;br /&gt;
&lt;br /&gt;
====Spiritual Sorcery====&lt;br /&gt;
&lt;br /&gt;
Spiritual magic governs minds, emotions and feelings; sorcerers on this path look to magics that control others – or free or protect them from control. It also influences fate and destiny, including the powers of chance. This is a risky proposition, as the forces of fate dislike being controlled, and those who proceed incautiously may find their enchantments turning against them.&lt;br /&gt;
&lt;br /&gt;
Most importantly, spiritual magic governs spirits themselves, especially &#039;&#039;&#039;free spirits&#039;&#039;&#039;, neither undead nor demons: the ancestors, the spirits of nature, of place, of trades and mortal endeavour; the spirits of stories, even the gods themselves. Starting by researching the rites [[Call Spirit]], [[Offering]] or [[Sanctify]], spiritual sorcerers can attempt to make relationships with these prickly, proud beings.&lt;br /&gt;
&lt;br /&gt;
====Demonology====&lt;br /&gt;
&lt;br /&gt;
The powers of Demonologists all relate to the denizens of the Demon Plane, which tends to influence the nature of the practice. Anyone can deal with Demon, but a Demonologist excels at it, commanding and dominating Elementals or bargaining and trading with the Oathbound. This often means summoning demons (starting with researching the [[Summon Demon]] rite) and usually building on summoning, warding against and controlling progressively more powerful creatures. This requires more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
The scope for power moves far beyond that, including learning to bind demons into people or physical objects, enhance or weaken them or change their natures, or to travel to and from the Demon Plane.&lt;br /&gt;
&lt;br /&gt;
There is also scope to make dealing with demons more reliable or controllable: this includes researching &#039;&#039;&#039;Pacts&#039;&#039;&#039;, formulaic transactions with fixed costs and standard outcomes, or learning to create, remove or manipulate &#039;&#039;&#039;Demonic Marks&#039;&#039;&#039; – or to use them for the Demonologist’s own ends.&lt;br /&gt;
&lt;br /&gt;
====Necromancy====&lt;br /&gt;
&lt;br /&gt;
The powers of Necromancy straddle the line between life and death, and this influence the approach of those who study it. Those who wish to command the dead will need to learn to raise (per the [[Raise Dead]] rite) or summon them, as well as focusing on strengthening their powers to summon and control, requiring more specialised rites with greater magical and material costs. &lt;br /&gt;
&lt;br /&gt;
From there, the Necromancer can learn to enhance or alter their servants. Some, conversely, study this path specifically to combat the undead, learning powerful banishment and protection rites, and powers to weaken the undead or remove their powers.&lt;br /&gt;
&lt;br /&gt;
Beyond the study of the creatures, necromancers can learn to channel the powers of the Plane of Undeath directly, with &#039;&#039;&#039;maledictions&#039;&#039;&#039; that inflict a taste of undeath on their victims, or &#039;&#039;&#039;emulations&#039;&#039;&#039; that allow the caster to adopt some of their powers themselves. The final goal for many necromancers is to seek undeath themselves.&lt;br /&gt;
&lt;br /&gt;
====Thaumaturgy====&lt;br /&gt;
&lt;br /&gt;
Thaumaturgy is the miracle of creation, giving life to the lifeless. Most Thaumaturges research a range of &#039;&#039;&#039;devices&#039;&#039;&#039;, weapons or tools fuelled by the magics of the Plane of Constructs to grant them extraordinary powers and qualities, but the ultimate expression of this is the creation, control and programming of &#039;&#039;&#039;simulacra&#039;&#039;&#039;, animate but soulless beings with the semblance of life. Thaumaturges are also masters of materials, learning to shape, alter or enhance the properties of mundane things.&lt;br /&gt;
&lt;br /&gt;
There &#039;&#039;are&#039;&#039; things native to the Plane of Constructs; while most Thaumaturges concern themselves with creating their own constructs, some learn to conjure them from their own world, or travel there themselves. They hold that there is vast power there to be tapped, although the creatures of that world can be dangerous and unpredictable.&lt;br /&gt;
&lt;br /&gt;
====Invocation====&lt;br /&gt;
&lt;br /&gt;
Invocation is the investment of mundane things with magic, to be called forth at the will of the bearer. With research, Invokers can invest charms and talismans with more power, or create items in forms other than wands, brands and amulets, investing clothing, tools or musical instruments with power.&lt;br /&gt;
&lt;br /&gt;
But the true power of Invocation is unlocked through the sigils, the ancient language of magic. With the right combination of sigils, the invoker can express their will in a host of more complex ways, even capturing effects beyond the standard spell lists.&lt;br /&gt;
&lt;br /&gt;
====Ritual Magic====&lt;br /&gt;
&lt;br /&gt;
To be a Ritualist is to govern powers akin to the gods – the potential for power is greater than any other path, as are the risks. Many Ritualists specialise in certain types of ritual – divinations, summonings, the enchantment of objects, the enchantment of people, the magic of one sphere or another – but there are many other routes. &lt;br /&gt;
&lt;br /&gt;
Some learn to better channel (or briefly boost) the magic of the circle, or to manipulate the &#039;&#039;&#039;wards&#039;&#039;&#039;, expanding them or changing their shape or properties. Some learn to draw power from an audience, inviting spectators to cheer, play music or support the ritual through chanting and response. Some embrace &#039;&#039;&#039;wild magic&#039;&#039;&#039;, finding power in unpredictability, or learn to manipulate [[Rituals#Ether Spheres|ether spheres]].&lt;br /&gt;
&lt;br /&gt;
Some eschew the circle altogether, finding ways to more safely (although never entirely safely!) tap the powers of the [[Rituals#Leylines|Leylines]]. Some expand their knowledge to accessing places of power such as holy shrines or trees of life.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Priest Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There’s no “religious” archetype, covering priests and paladins who channel the powers of the gods. This is mostly because the gods themselves choose to whom they grant their boons; it’s not up to mortals to train for these powers, so much as to make themselves worthy of them.&lt;br /&gt;
&lt;br /&gt;
That said, players interested in this type of character have a number of routes open to them to seek out the approval of the gods.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual Sorcery:&#039;&#039;&#039; Spiritual spellcasters can research rites allowing them to call out to powerful spirits, dedicate shrines to them and make offerings to them, creating a connection through which a spirit may grant blessings.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Ritual magicians can learn how to access &#039;&#039;&#039;places of power&#039;&#039;&#039; such as holy shrines, in the same way they can open and draw on ritual circles, praying to the gods to grant them miracles in the name of their flocks.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Faction Specials:&#039;&#039;&#039; Every faction offers tests and trials to become [[Character Progression#Special Characters|special characters]] with powers granted by the gods, or by the beliefs of the community.&lt;br /&gt;
&lt;br /&gt;
All of these paths require the character to demonstrate strong and persistent faith; in many cases the gods may require the character to adhere to particular moral values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example Magician Characters==&lt;br /&gt;
&lt;br /&gt;
====Cosmologist====&lt;br /&gt;
&lt;br /&gt;
Showing promise in the village school, the cosmologist was chosen as an apprentice by a powerful sorcerer, but after a few frustrating years struck out on their own: the world is far too interesting to get bogged down in great enchantments. They just want to study and understand the universe, and apply their arts to cracking its mysteries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Elemental Spellcasting]] (6), [[Intuition]] (5), [[Sense Magic]] (5), 4 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Blue and black makeup around the eyes, speckled with stars; a worn, patched robe festooned with pockets and pouches full of notepaper, pens, eyeglasses and jars for collecting things to study.&lt;br /&gt;
&lt;br /&gt;
====Hierophant====&lt;br /&gt;
&lt;br /&gt;
A dedicated servant of the gods, the hierophant has spent years as a novice in a holy order, learning the ceremonies and observances of their church. Beyond learning mere ritual, though, they have learned to open their souls to the other world, speaking to the spirits of holy places – and listening to their answers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Greater Spiritual Spellcasting]] (8), [[Ritual Magic]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A sparkly white stripe across the eyes; heavy robes and a stole decorated with the symbols of their faith.&lt;br /&gt;
&lt;br /&gt;
====Summoner====&lt;br /&gt;
&lt;br /&gt;
Not all factions see demonology as evil, of course; the summoner is from a kingdom with a proud tradition in the art, and went to a college and studied under a master as did their forebears before them. But summoning and bargaining with demons isn’t for the faint-hearted – they must combine magical knowledge with ironclad resolve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Demonology]] (8), [[Elemental Spellcasting]] (6), [[Spiritual Spellcasting]] (6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Purple skin with red highlights; long, immaculate robes dressed with mystical sigils.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Creator&amp;diff=2746</id>
		<title>Creator</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Creator&amp;diff=2746"/>
		<updated>2024-09-09T10:05:11Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whether soot-smeared blacksmiths or ink-stained tattooists, artful poisoners or elegant tailors, creators pride themselves on the patience, the perfectionism and the training to create and alter things of utility and beauty.&lt;br /&gt;
&lt;br /&gt;
Creator skill paths largely revolve around five trades, each costing 6 points: &lt;br /&gt;
&lt;br /&gt;
*The potioneering [[Alchemist]], &lt;br /&gt;
*The [[Blacksmith]] forging arms and armour, &lt;br /&gt;
*The [[Jeweller]] crafting precious things and mechanisms, &lt;br /&gt;
*The [[Surgeon]] healing injury and curing illness, and &lt;br /&gt;
*The [[Artisan]] crafting sundry goods from all materials. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.&lt;br /&gt;
&lt;br /&gt;
====Advice for Creator Characters====&lt;br /&gt;
&lt;br /&gt;
Most creators at least dabble in several skill areas, but for greater impact, be sure to take at least one specialism. [[Foraging]], [[Gathering]] or [[Resources]] will secure a source of materials to work with, while [[Extra Work Units]] will maximise their productivity.&lt;br /&gt;
&lt;br /&gt;
Surgeons should consider [[Resist Disease]], especially if they pursue the [[Physician]] path, while Alchemists may benefit from [[Resist Poison]]. [[Tattooist]]s can always collaborate with magicians to invest their creations, but it’s not unusual for them to learn at least some [[Invocation]] skill so they can invest them themselves.&lt;br /&gt;
&lt;br /&gt;
==Creator Skills==&lt;br /&gt;
&lt;br /&gt;
Most of these skills cost (and provide) [[Creation#Work Units|Work Units]].&lt;br /&gt;
&lt;br /&gt;
{{Creator Skills}}&lt;br /&gt;
&lt;br /&gt;
==Creator Study Paths==&lt;br /&gt;
&lt;br /&gt;
The most common route for study as a creator is researching new recipes, formulas for original and innovative crafted items, potions and poisons and surgical procedures. More broadly, creators can research or train in general processes that apply to many endeavours: for example, working with exotic materials, refining and strengthening components, working more swiftly or efficiently.&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Alchemist====&lt;br /&gt;
&lt;br /&gt;
[[Alchemist|Alchemy]] delves deep into the magical properties of herbs, venoms, animal parts and other special materials from across all the worlds, blending and combining them and concentrating their power to achieve remarkable effects. Novice alchemists can produce a plethora of minor potions to aid people in everyday life, while more skilled practitioners can produce mixtures as powerful as any magic.&lt;br /&gt;
&lt;br /&gt;
The [[Apothecary]] skill allows research into beneficial potions that heal, strengthen and transform the drinker; more sophisticated researchers can develop potions that combine more dramatic effects or longer durations. &lt;br /&gt;
&lt;br /&gt;
The [[Poisoner]] skill unlocks lethal drinks, blade venoms and contact poisons, including &#039;&#039;&#039;magical&#039;&#039;&#039; poisons that can only be cured by special means. &lt;br /&gt;
&lt;br /&gt;
The [[Imbuer]] skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.&lt;br /&gt;
&lt;br /&gt;
====Artisan====&lt;br /&gt;
&lt;br /&gt;
The [[Artisan]] path is the broadest of any of the creator paths, working with every manner of materials and design, including cloth, leather, stone, clay, wood, glass, paper and bone. Artisans explore sophisticated constructions and intricate designs, finding the line between mundane and magical workings and pushing it past breaking point. More than either [[Jeweller|Jewellers]] or [[Blacksmith|Blacksmiths]], they work with natural materials, exploring the properties of dragon’s hide, unicorn horns, the bones of basilisks or the strange plants that grow on other worlds.&lt;br /&gt;
&lt;br /&gt;
Artisans are the best friends of [[Invocation|Invokers]], fashioning clothes threaded with metallic scripts, cups and bowls chased with magical sigils and musical instruments decorated with mystic insignia. They are likewise the closest allies of thaumaturges, creating the lifeless mannequins they will animate as loyal simulacra.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
More than anything, [[Blacksmith|Blacksmiths]] specialise in armour and weapons, fashioning swords that pierce armour, axes that split shields or armour that resists crushing weapons. They are some of the most active creators on battlefields, repairing armour so their warrior allies can rush back into the fray – with research and resources, they can learn to do more, sharpening or silvering weapons on the fly, changing the properties of armour from one clash to the next.&lt;br /&gt;
&lt;br /&gt;
The [[Metallurgist]], having mastered the silvering that creates werewolf-killing blades, can go on to explore cold iron, star metal and stranger materials. Having learned how to craft with these metals, blacksmiths can attempt to alter their traits to achieve remarkable effects.&lt;br /&gt;
&lt;br /&gt;
====Jeweller====&lt;br /&gt;
&lt;br /&gt;
Jewellery is valued chiefly for its beauty, and [[Jeweller|Jewellers]] may research ever finer, more elegant and more intricate pieces, and create unique, signature pieces that cannot be copied by less skilled crafters. [[Locksmith|Locksmiths]] can research more complex devices: cunning traps and mechanisms that administer poisons, activate charged magic sigils or perform other functions.&lt;br /&gt;
 &lt;br /&gt;
The most spectacular branch of the Jeweller’s craft relates to the powerful and little-understood properties of gems. [[Gemcutter|Gemcutters]] can learn to cut gems to finer and finer degrees, improving their quality and value and preparing them for Invokers and other magicians to channel magic into them for their workings. Gems have mystical properties by nature, which can be studied and harnessed; and [[Gem Cleansing|cleansing gems]], to remove cloudiness and purify the colour, can simplify and strengthen these properties, at the cost of variety.&lt;br /&gt;
&lt;br /&gt;
====Surgeon==== &lt;br /&gt;
&lt;br /&gt;
Surgery looks into the workings of the living body. Some [[Surgeon|Surgeons]] focus on the skill’s value on the battlefield, healing their allies more quickly and effectively; others keep their attentions to the surgeon’s bed, investigating grafts, transplants and more complex interventions.&lt;br /&gt;
&lt;br /&gt;
[[Physician|Physicians]] investigate diseases, learning to cure new and strange sicknesses as they encounter them, or even learning how to inflict diseases, or create new ones. [[Tattooist|Tattooists]] working alongside invokers can develop more complex and involved designs, incorporating sigils and working with powerful magical inks to produce spectacular effects.&lt;br /&gt;
&lt;br /&gt;
==Example Creator Characters==&lt;br /&gt;
&lt;br /&gt;
====Armourer====&lt;br /&gt;
&lt;br /&gt;
Born to a mountain-dwelling tribe of crafters and miners, the armourer has devoted years of their life to their trade, and travels with the warband to put their skills to best use. Thick-thewed from the forge, they repair their comrades’ hauberks and breastplates in the field, and wade into battle with a great hammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Blacksmith]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Heavy sideburns or beard and grey, stony skin around the temples; sturdy, bulked-out clothes including leather armour and a large, two-handed hammer.&lt;br /&gt;
&lt;br /&gt;
====Physician====&lt;br /&gt;
&lt;br /&gt;
A student of life rather than a mere sawbones, the physician studies diseases, poisons and potions and their effects on the body. They treat the sick, but also seek always to understand the body more, and to share that knowledge with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Alchemist]] (6), [[Physician]] (6), [[Surgeon]] (6), 2 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shaded blue forehead, dotted with red spots; a long coat over a fine shirt and trousers, and a satchel holding medical implements and jars for samples.&lt;br /&gt;
&lt;br /&gt;
====Tattooist====&lt;br /&gt;
&lt;br /&gt;
The tattooist met their teacher by chance while travelling in their youth, and was immediately enthralled by the ancient and beautiful craft. Although their passion is for the tattooing itself, they have studied a little of how to brew inks well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Alchemist]] (6), [[Tattooist]] (6), [[Surgeon]] (6), 2 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Face and arms covered in tattoos; scruffy, ink-stained clothes and a belt with tattooing tools, bottles of ink etc. hanging from pouches.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Creator&amp;diff=2745</id>
		<title>Creator</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Creator&amp;diff=2745"/>
		<updated>2024-09-09T09:46:45Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whether soot-smeared blacksmiths or ink-stained tattooists, artful poisoners or elegant tailors, creators pride themselves on the patience, the perfectionism and the training to create and alter things of utility and beauty.&lt;br /&gt;
&lt;br /&gt;
Creator skill paths largely revolve around five trades, each costing 6 points: &lt;br /&gt;
&lt;br /&gt;
*The potioneering [[Alchemist]], &lt;br /&gt;
*The [[Blacksmith]] forging arms and armour, &lt;br /&gt;
*The [[Jeweller]] crafting precious things and mechanisms, &lt;br /&gt;
*The [[Surgeon]] healing injury and curing illness, and &lt;br /&gt;
*The [[Artisan]] crafting sundry goods from all materials. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.&lt;br /&gt;
&lt;br /&gt;
====Advice for Creator Characters====&lt;br /&gt;
&lt;br /&gt;
Most creators at least dabble in several skill areas, but for greater impact, be sure to take at least one specialism. [[Foraging]], [[Gathering]] or [[Resources]] will secure a source of materials to work with, while [[Extra Work Units]] will maximise their productivity.&lt;br /&gt;
&lt;br /&gt;
Surgeons should consider [[Resist Disease]], especially if they pursue the [[Physician]] path, while Alchemists may benefit from [[Resist Poison]]. [[Tattooist]]s can always collaborate with magicians to invest their creations, but it’s not unusual for them to learn at least some [[Invocation]] skill so they can invest them themselves.&lt;br /&gt;
&lt;br /&gt;
==Creator Skills==&lt;br /&gt;
&lt;br /&gt;
Most of these skills cost (and provide) [[Creation#Work Units|Work Units]].&lt;br /&gt;
&lt;br /&gt;
{{Creator Skills}}&lt;br /&gt;
&lt;br /&gt;
==Creator Study Paths==&lt;br /&gt;
&lt;br /&gt;
The most common route for study as a creator is researching new recipes, formulas for original and innovative crafted items, potions and poisons and surgical procedures. More broadly, creators can research or train in processes, general techniques that apply to many endeavours: working with exotic materials, refining and strengthening components, working more swiftly or efficiently etc.&lt;br /&gt;
&lt;br /&gt;
Study paths include the following:&lt;br /&gt;
&lt;br /&gt;
====Alchemist====&lt;br /&gt;
&lt;br /&gt;
[[Alchemist|Alchemy]] delves deep into the magical properties of herbs, venoms, animal parts and other special materials from across all the worlds, blending and combining them and concentrating their power to achieve remarkable effects. Novice alchemists can produce a plethora of minor potions to aid people in everyday life, while more skilled practitioners can produce mixtures as powerful as any magic.&lt;br /&gt;
&lt;br /&gt;
The [[Apothecary]] skill allows research into beneficial potions that heal, strengthen and transform the drinker; more sophisticated researchers can develop potions that combine more dramatic effects or longer durations. &lt;br /&gt;
&lt;br /&gt;
The [[Poisoner]] skill unlocks lethal drinks, blade venoms and contact poisons, including &#039;&#039;&#039;magical&#039;&#039;&#039; poisons that can only be cured by special means. &lt;br /&gt;
&lt;br /&gt;
The [[Imbuer]] skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.&lt;br /&gt;
&lt;br /&gt;
====Artisan====&lt;br /&gt;
&lt;br /&gt;
The [[Artisan]] path is the broadest of any of the creator paths, working with every manner of materials and design, including cloth, leather, stone, clay, wood, glass, paper and bone. Artisans explore sophisticated constructions and intricate designs, finding the line between mundane and magical workings and pushing it past breaking point. More than either [[Jeweller|Jewellers]] or [[Blacksmith|Blacksmiths]], they work with natural materials, exploring the properties of dragon’s hide, unicorn horns, the bones of basilisks or the strange plants that grow on other worlds.&lt;br /&gt;
&lt;br /&gt;
Artisans are the best friends of [[Invocation|Invokers]], fashioning clothes threaded with metallic scripts, cups and bowls chased with magical sigils and musical instruments decorated with mystic insignia. They are likewise the closest allies of thaumaturges, creating the lifeless mannequins they will animate as loyal simulacra.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
More than anything, [[Blacksmith|Blacksmiths]] specialise in armour and weapons, fashioning swords that pierce armour, axes that split shields or armour that resists crushing weapons. They are some of the most active creators on battlefields, repairing armour so their warrior allies can rush back into the fray – with research and resources, they can learn to do more, sharpening or silvering weapons on the fly, changing the properties of armour from one clash to the next.&lt;br /&gt;
&lt;br /&gt;
The [[Metallurgist]], having mastered the silvering that creates werewolf-killing blades, can go on to explore cold iron, star metal and stranger materials. Having learned how to craft with these metals, blacksmiths can attempt to alter their traits to achieve remarkable effects.&lt;br /&gt;
&lt;br /&gt;
====Jeweller====&lt;br /&gt;
&lt;br /&gt;
Jewellery is valued chiefly for its beauty, and [[Jeweller|Jewellers]] may research ever finer, more elegant and more intricate pieces, and create unique, signature pieces that cannot be copied by less skilled crafters. [[Locksmith|Locksmiths]] can research more complex devices: cunning traps and mechanisms that administer poisons, activate charged magic sigils or perform other functions.&lt;br /&gt;
 &lt;br /&gt;
The most spectacular branch of the Jeweller’s craft relates to the powerful and little-understood properties of gems. [[Gemcutter|Gemcutters]] can learn to cut gems to finer and finer degrees, improving their quality and value and preparing them for Invokers and other magicians to channel magic into them for their workings. Gems have mystical properties by nature, which can be studied and harnessed; and [[Gem Cleansing|cleansing gems]], to remove cloudiness and purify the colour, can simplify and strengthen these properties, at the cost of variety.&lt;br /&gt;
&lt;br /&gt;
====Surgeon==== &lt;br /&gt;
&lt;br /&gt;
Surgery looks into the workings of the living body. Some [[Surgeon|Surgeons]] focus on the skill’s value on the battlefield, healing their allies more quickly and effectively; others keep their attentions to the surgeon’s bed, investigating grafts, transplants and more complex interventions.&lt;br /&gt;
&lt;br /&gt;
[[Physician|Physicians]] investigate diseases, learning to cure new and strange sicknesses as they encounter them, or even learning how to inflict diseases, or create new ones. [[Tattooist|Tattooists]] working alongside invokers can develop more complex and involved designs, incorporating sigils and working with powerful magical inks to produce spectacular effects.&lt;br /&gt;
&lt;br /&gt;
==Example Creator Characters==&lt;br /&gt;
&lt;br /&gt;
====Armourer====&lt;br /&gt;
&lt;br /&gt;
Born to a mountain-dwelling tribe of crafters and miners, the armourer has devoted years of their life to their trade, and travels with the warband to put their skills to best use. Thick-thewed from the forge, they repair their comrades’ hauberks and breastplates in the field, and wade into battle with a great hammer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Blacksmith]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Heavy sideburns or beard and grey, stony skin around the temples; sturdy, bulked-out clothes including leather armour and a large, two-handed hammer.&lt;br /&gt;
&lt;br /&gt;
====Physician====&lt;br /&gt;
&lt;br /&gt;
A student of life rather than a mere sawbones, the physician studies diseases, poisons and potions and their effects on the body. They treat the sick, but also seek always to understand the body more, and to share that knowledge with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Alchemist]] (6), [[Physician]] (6), [[Surgeon]] (6), 2 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shaded blue forehead, dotted with red spots; a long coat over a fine shirt and trousers, and a satchel holding medical implements and jars for samples.&lt;br /&gt;
&lt;br /&gt;
====Tattooist====&lt;br /&gt;
&lt;br /&gt;
The tattooist met their teacher by chance while travelling in their youth, and was immediately enthralled by the ancient and beautiful craft. Although their passion is for the tattooing itself, they have studied a little of how to brew inks well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; [[Alchemist]] (6), [[Tattooist]] (6), [[Surgeon]] (6), 2 unspent points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Face and arms covered in tattoos; scruffy, ink-stained clothes and a belt with tattooing tools, bottles of ink etc. hanging from pouches.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=2744</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=2744"/>
		<updated>2024-09-09T09:33:58Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters are logged on the [https://www.curiouspastimes.co.uk/dashboard/characters/ Curious Pastimes portal], which also allows you to track [[Character Progression|progression]].&lt;br /&gt;
&lt;br /&gt;
You can have only one active character in the system at a time; once a character is retired or dies, it is out of play (i.e. you may not switch back and forth between characters from event to event).&lt;br /&gt;
&lt;br /&gt;
==Archetypes==&lt;br /&gt;
&lt;br /&gt;
Most characters in the Renewal campaign belong to one of four &#039;&#039;&#039;archetypes&#039;&#039;&#039;, broad character classes that unlock development paths for specialisation and more powerful skills. They’re described in more detail in the relevant sections:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Creator]]:&#039;&#039;&#039; Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Magician]]:&#039;&#039;&#039; Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Scout]]:&#039;&#039;&#039; From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Warrior]]:&#039;&#039;&#039; Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.&lt;br /&gt;
&lt;br /&gt;
Archetypes are similar to “character classes” in tabletop or computer RPGs, but less rigidly defined, providing access to a range of &#039;&#039;&#039;[[#Archetype Skills|archetype skills]]&#039;&#039;&#039; rather than a set progression.&lt;br /&gt;
&lt;br /&gt;
Each archetype also includes some suggested &#039;&#039;&#039;[[Character Progression#Study Paths|study paths]]&#039;&#039;&#039; for further [[Research]] or [[Training]]. &#039;&#039;&#039;Characters may pursue up to three study paths&#039;&#039;&#039;, in any archetypes, and may develop &#039;&#039;&#039;one&#039;&#039;&#039; to the highest levels.&lt;br /&gt;
&lt;br /&gt;
Finally, each archetype offers some ready-made example characters for inspiration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You don’t need to choose your character’s archetype until they learn their first archetype skill;&#039;&#039;&#039; but once chosen, their archetype is fixed (although see &#039;&#039;[[Character Creation#Changing Your Mind|Changing Your Mind]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 character points&#039;&#039;&#039; to spend on general and archetype skills. You don’t have to spend all your points up front; unspent points may be held back for later use.&lt;br /&gt;
&lt;br /&gt;
The following restrictions apply:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Archetype:&#039;&#039;&#039; You must choose an archetype (see above) before taking your first archetype skill, but once you have done so, you can choose whatever skills you like from your archetype’s list (provided you meet the prerequisites). &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Cross-Archetype Skills:&#039;&#039;&#039; You can learn some skills from other archetypes, but may learn no more than one point worth of cross-archetype skills for every two points worth of skills you know in your own archetype.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Most archetype skills have prerequisites, other skills that you have to know before you can learn them. Skills are listed with their prerequisites.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Specialisation:&#039;&#039;&#039; The most advanced skills – those costing 11 or more character points – require absolute focus and dedication. No character may learn more than &#039;&#039;&#039;one&#039;&#039;&#039; such skill.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Points Cap:&#039;&#039;&#039; There is a limit to mortals’ potential to learn. &#039;&#039;&#039;No normal mortal character can learn more than 100 character points worth of skills.&#039;&#039;&#039; Note that this limit doesn’t apply to abilities gained via magic or supernatural means.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;No Repeat Picks:&#039;&#039;&#039; All skills may be learned at most once each, unless they stipulate otherwise (i.e. [[Extra Magic Points]], [[Extra Work Units]], [[Income]] and [[Resources]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some skills use [[Magic#Magic Points|magic points]] or [[Crafting#Work Units|work units]], or have a set number of uses per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Things That Aren’t Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You don’t need skills for everything! All characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign can perform the following actions without having to buy skills with character points:&lt;br /&gt;
&lt;br /&gt;
:*Read and write, &lt;br /&gt;
:*Count and perform arithmetic, &lt;br /&gt;
:*Make and read maps, and&lt;br /&gt;
:*Fight with a [[Weapon Categories|single small or one-handed weapon]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Skills==&lt;br /&gt;
&lt;br /&gt;
General skills are available to everyone, both at character creation and via experience or through training, with no restrictions aside from their total point cap.&lt;br /&gt;
&lt;br /&gt;
These skills provide the foundation of every progression path in the game, from core weapon training to the simplest crafting designs, for basic skulking and tracking techniques or the least powerful spells.&lt;br /&gt;
&lt;br /&gt;
{{General Skills}}&lt;br /&gt;
&lt;br /&gt;
==Archetype Skills==&lt;br /&gt;
&lt;br /&gt;
Archetype skills are the more advanced techniques known to accomplished experts in their fields.&lt;br /&gt;
&lt;br /&gt;
Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of&lt;br /&gt;
branching prerequisites.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*a warrior’s trick moves and mighty blows,&lt;br /&gt;
:*a creator’s complex processes and unique inventions,&lt;br /&gt;
:*a scout’s treacherous knifework and knowledge of beasts, or&lt;br /&gt;
:*a magician’s mighty sorceries and esoteric workings.&lt;br /&gt;
&lt;br /&gt;
See each archetype page – [[Creator]], [[Magician]], [[Scout]] and [[Warrior]] – for a list of their archetype skills.&lt;br /&gt;
&lt;br /&gt;
====Cross-Archetype Skills====&lt;br /&gt;
&lt;br /&gt;
Not everyone fits neatly into one of the four archetypes, of course – you may wish to play a spellcasting warrior or a crafter trained in siege weaponry. This is fine! Any character can have a total of &#039;&#039;&#039;one point&#039;&#039;&#039; worth of archetype skills from other archetypes for every &#039;&#039;&#039;two points&#039;&#039;&#039; worth of skills they have in their main archetype.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Hunter of undead, Torian Gravearrow has the magician skills Greater Corporeal Spellcasting (8 points), Immune to Enthral (6 points) and Necromancy (8 points), worth a total of 22 points. This allows them to learn the warrior skill Greater Body Development (6 points) and the scout skill Tracking Proficiency (5 points), for a total of 11 points worth of cross-archetype skills.&lt;br /&gt;
&lt;br /&gt;
==Magic Points and Work Units==&lt;br /&gt;
&lt;br /&gt;
Characters with relevant magical or crafting skills may have either of the following resources:&lt;br /&gt;
:*&#039;&#039;&#039;[[Magic#Magic Points|Magic points]]&#039;&#039;&#039; fuel spells, rites, invocations and other sorcerous acts.&lt;br /&gt;
:*&#039;&#039;&#039;[[Crafting#Work Units|Work units]]&#039;&#039;&#039; drive crafting, surgery, alchemy and other actions that create or alter things.&lt;br /&gt;
&lt;br /&gt;
These pools are shared between all relevant skills; anyone with creator skills has a single pool of work units, which they may spend on any of their creator skills, while anyone with magic skills has a single pool of magic points, which they may spend on any known spells.&lt;br /&gt;
&lt;br /&gt;
Both pools refresh to full every morning at Time In.&lt;br /&gt;
&lt;br /&gt;
The base value of these pools depends on how many relevant skills your characters knows: &lt;br /&gt;
:*Your first qualifying skill grants you &#039;&#039;&#039;10 magic points or work units&#039;&#039;&#039;&lt;br /&gt;
:*The second and third grant you &#039;&#039;&#039;5 points&#039;&#039;&#039; each, for &#039;&#039;&#039;20 points&#039;&#039;&#039; total in each pool. &lt;br /&gt;
:*The creator and magician archetypes grant access to the skills [[Extra Work Units]] and [[Extra Magic Points]] respectively, increasing these pools to a maximum of &#039;&#039;&#039;30 points&#039;&#039;&#039;. Unlike other archetype skills, &#039;&#039;&#039;these skills cannot be learned by other archetypes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Lellian of the Forge has the skills [[Artisan]], [[Blacksmith]], [[Elemental Spellcasting]], [[Weaponsmith]] and 5 levels of [[Extra Work Units]], granting them 25 work units and 10 magic points per day.&lt;br /&gt;
&lt;br /&gt;
==Character Cards==&lt;br /&gt;
&lt;br /&gt;
All of your skills will be assigned to you on your &#039;&#039;&#039;character card&#039;&#039;&#039;. This card is given to you at the Games Organisation Desk at the beginning of every event and includes the following information:&lt;br /&gt;
:*Your name&lt;br /&gt;
:*Your character name&lt;br /&gt;
:*Your faction&lt;br /&gt;
:*The event details&lt;br /&gt;
:*Your character skills&lt;br /&gt;
&lt;br /&gt;
You must have your character card with you at all times during the event and it must be easily accessible in case of emergency. If your character dies or you choose to retire them during an event, the Game Organisation Desk will produce a new character card for you.&lt;br /&gt;
&lt;br /&gt;
If you gain any skills during the game in addition to the permanent skills listed on your character card, you will be issued a &#039;&#039;&#039;Special Character Card&#039;&#039;&#039;. This will need to be carried with your character card during game time if you wish to use those skills.&lt;br /&gt;
&lt;br /&gt;
==Changing Your Mind==&lt;br /&gt;
&lt;br /&gt;
It’s entirely possible to find, after an event or two with a new character, that the archetype and skills you’ve chosen don’t seem to fit – or you want to go in a different direction, or you just don’t find the skills fun – even though you still want to keep playing the character. &lt;br /&gt;
&lt;br /&gt;
Despair not! Any new character’s archetype or skills can be tweaked, or completely discarded and re-chosen, until you spend character points gained through experience &#039;&#039;&#039;after the character’s second event&#039;&#039;&#039;. Once you’ve spent those points, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character’s skills after that point generally requires in character effort of some sort, including ritual transformation. If you wish to change for out of character reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=The_World&amp;diff=2741</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=The_World&amp;diff=2741"/>
		<updated>2024-09-09T09:03:52Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A vast continent, full of soaring mountains, burning deserts, primordial forests and sprawling cities. Heroes and villains work great magics, craft cunning contrivances, defeat their enemies and advance their causes. The sun, the moon and Charon – a black moon evidenced only when its passage obscures the stars – cross the sky every day.&lt;br /&gt;
&lt;br /&gt;
Like most epic fantasy stories, the main setting of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; could, if you squint a little, resemble a medieval Europe (or &#039;&#039;broadly&#039;&#039; medieval – inspiration for the various factions ranges from bronze-age to late Renaissance) joined by people out of folklore, with pointed ears or ram’s horns, blue skin or fangs. “Realistic” soldiers, blacksmiths and priests rub shoulders with more fanciful sorcerers, alchemists and summoners.&lt;br /&gt;
&lt;br /&gt;
In recent years, the people of this continent have made contact with other lands across the western sea, home to very different cultures; and rumours hint at further lands to the east or south. And this is not the only &#039;&#039;world&#039;&#039; – other &#039;&#039;&#039;mundane&#039;&#039;&#039; worlds exist, with their own nations, peoples and histories; as do &#039;&#039;&#039;supernatural&#039;&#039;&#039; worlds, home to demons, undead and stranger creatures, whose very nature is alien to the world of mortals.&lt;br /&gt;
&lt;br /&gt;
It is a world of gods. In some nations, the gods are coy, revealing themselves only in dreams and visions, while in others the gods walk the earth, confronting their worshippers directly to bestow blessings and dispense punishments. Either way, none can doubt their existence.&lt;br /&gt;
&lt;br /&gt;
It is a world of discovery. Much is known about the world, albeit very different from our own, but much is still to be revealed: new lands to reach and peoples to meet, new magics to unlock, new inventions to devise.&lt;br /&gt;
&lt;br /&gt;
And it is a world of mysteries. In the cities the world may seem almost familiar, but for the presence of magic; but out in the wilderness, trees walk and buildings appear and vanish, stories take form on the earth and strange creatures beguile people’s minds. Not everything can be explained or predicted, or even fully understood.&lt;br /&gt;
&lt;br /&gt;
===The Name of the Land===&lt;br /&gt;
&lt;br /&gt;
Neither the continent nor the world in which much of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is set have names, in common parlance; until recently, they didn’t need them – they were all that most people knew!&lt;br /&gt;
&lt;br /&gt;
The fae, of old, called the continent &#039;&#039;&#039;The Land&#039;&#039;&#039;, a term that can also be applied to all lands everywhere; fae have a strange way of seeing, and not all of them draw any distinction between different places. People sometimes call the lands to the west the “Western Continent” (in the west, of course, they call their counterparts the “Eastern Continent”), although the people of those lands have begun to call it &#039;&#039;&#039;Kabourashi&#039;&#039;&#039;. Students of magic sometimes call the world the &#039;&#039;&#039;True Plane&#039;&#039;&#039; – “true” in its archaic sense of “level,” this world being the one where the three &#039;&#039;&#039;spheres of magic&#039;&#039;&#039; are most closely balanced.&lt;br /&gt;
&lt;br /&gt;
In the coming years, names may arise for the lands and worlds and gain general acceptance, especially as the new age takes shape…&lt;br /&gt;
&lt;br /&gt;
==In-Game Structure==&lt;br /&gt;
&lt;br /&gt;
The majority of characters in the Curious Pastimes game system are members of &#039;&#039;&#039;factions&#039;&#039;&#039; and &#039;&#039;&#039;groups&#039;&#039;&#039;. Much of the game revolves around the relationships between factions and the outside, including adversaries and &#039;&#039;&#039;non player characters&#039;&#039;&#039; (&#039;&#039;&#039;NPCs&#039;&#039;&#039;), and interactions between the factions themselves. Within each faction there are usually a number of smaller groups. &#039;&#039;&#039;Player characters&#039;&#039;&#039; (&#039;&#039;&#039;PCs&#039;&#039;&#039;) are encouraged to join/form groups because they provide support and identity within the campaign world. Factions and groups are managed &#039;&#039;&#039;in character&#039;&#039;&#039; (&#039;&#039;&#039;IC&#039;&#039;&#039;) and so choose their own IC laws and rules; factions are also organised &#039;&#039;&#039;out of character&#039;&#039;&#039; (&#039;&#039;&#039;OOC&#039;&#039;&#039;) and many operate events and activities outside of the main Curious Pastimes Ltd event season. Each faction has a &#039;&#039;&#039;command team&#039;&#039;&#039; in place, who are all Curious Pastimes Ltd staff members with appropriate NPCs.&lt;br /&gt;
&lt;br /&gt;
The structure in each faction is formalised within the game world by differing levels of rank which are an expression of a PC’s social standing or in game job or position . This rank takes many forms, from the strict hierarchies of knights and lords to the tribal respect for elders amongst nomadic peoples. Each faction organises their rank structure individually both in terms of how it is divided and allocated and the particular roles that confer rank within that faction. As PCs serve a faction over a period of time their rank may increase, and with it their standing among their peers. Rank within a faction also affords a PC some sort of in-game benefit, including IC money or resources received when they attend an event.&lt;br /&gt;
&lt;br /&gt;
==The Factions==&lt;br /&gt;
&lt;br /&gt;
Factions are essentially geographical in origin and so draw the majority of their members from a specific area of the known world. Each faction has its own distinct ‘personality’, to which each member is expected (to a greater or lesser degree) to conform. Some factions draw their identity from myth, legend or popular culture, whilst others have unique backgrounds. The personality of a faction is not only dependent on its history, but also on its future goals. The development of a faction is somewhat dependent upon the aims of its command team; these aims may include the development of strategic, military or commercial alliances with other factions; the acquisition and mastery of magical knowledge and power or more esoteric, religious or altruistic ends. The power of a faction is rooted in its membership; faction leaders are likely to represent the feelings and opinions of their people and to bear their wishes in mind when making decisions.&lt;br /&gt;
&lt;br /&gt;
Loyalty to a faction is an important component of membership and most command teams will deal with those showing signs of disloyalty in the most abrupt manner. On the other hand, loyal service to a faction may reap its rewards for even the most junior member. &lt;br /&gt;
&lt;br /&gt;
Characters that choose not to join an existing faction are collectively known as mercenaries. While a number of true mercenary groups do exist there are also some groups who feel their individual concepts do not fit within a faction so choose to exist independently and so are placed within the mercenaries ideologically and physically to camp at events. The mercenaries as a collective are not a faction and therefore do not gain any of the benefits of faction status (rank structure, a faction warchest, faction weapons). However, mercenaries do have a degree of freedom that the more rigid command structure of a faction does not always allow. &lt;br /&gt;
&lt;br /&gt;
The following factions are currently recognised at Curious Pastimes:&lt;br /&gt;
&lt;br /&gt;
* [[Algaia]]&lt;br /&gt;
* [[Fir Cruthen]]&lt;br /&gt;
* [[Jhereg]]&lt;br /&gt;
* [[Lions]]&lt;br /&gt;
* [[Kabourashi]] (from 2025)&lt;br /&gt;
* [[Mercenaries]]&lt;br /&gt;
* [[Steppe Alliance]]&lt;br /&gt;
* [[Teutonia]]&lt;br /&gt;
* [[Wolves]]&lt;br /&gt;
&lt;br /&gt;
== A Brief History ==&lt;br /&gt;
&lt;br /&gt;
Thousands of years ago, all lands were one Land and all worlds were one world, and only the fae walked upon it, truly immortal and godlike in power. &lt;br /&gt;
&lt;br /&gt;
Then at some time mortals joined them – little is known about where they came from or why – and the fae protected and taught them, took them as lovers and friends, enslaved them and bred them for war as pleased them. The nature of the world changed; magic split into three, and The Land broke into many lands.&lt;br /&gt;
&lt;br /&gt;
The houses of the fae went to war with one another, and nearly tore reality apart in their fury. Death came to them where there was no death before, and all but a handful of the houses were reduced to shadows of their old glory. The poles of magic were set in place and the planes of the cosmos were created. The Principalities, empowered and entrusted at the creation to serve as custodians of magic, assumed guardianship of reality.&lt;br /&gt;
&lt;br /&gt;
Mortals inherited the world, bringing forth nations and raising gods to worship. Centuries passed, sometimes in peace and sometimes in turmoil.&lt;br /&gt;
&lt;br /&gt;
From time to time, the fragile peace comes under threat again. In the late 1090s the Nything, the Principality of Destruction, overstepped his duties to hold all magics hostage and had to be destroyed by the combined efforts of the peoples. In the early 1100s, the nearby Empire of the Golden Isles invaded and pillaged the Land, forcing the factions to a parley and truce.&lt;br /&gt;
&lt;br /&gt;
A few years later, an army of invaders from another world – known to scholars as the Plane of Illusion – sought to seize the True Plane and had to be repelled, and the way back sealed, in 1108, with a vast and terrible enchantment. Over the coming years, the spirit of all terror and despair forged an alliance of corrupt nature spirits, werewolves and giants and the legions of the undead to plunge the world into darkness, and was finally defeated by a similarly potent symbol of hope.&lt;br /&gt;
&lt;br /&gt;
In the mid-1110s, the diminished fae returned from hiding to take back the world they saw as rightly theirs. A new fae war erupted, and the ancient race fought itself to extinction, leaving a bare handful of survivors. In the last great battle, at the end of 1119, the magic seal separating Illusion from the True Plane was shattered, fragmenting reality and threatening the destruction of the whole cosmos. At the end of 1123, the peoples assembled a powerful magic device to reform the fractured world, ushering in a new age.&lt;br /&gt;
&lt;br /&gt;
It was not the first time the world was remade, and it shall not be the last. But for now, peace is restored, and it is the dawning of a new age.&lt;br /&gt;
&lt;br /&gt;
==Cosmology==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a world of magic – not just a world in which magic exists, but one formed of magic and governed by its rules. It looks much like our world, and seems to function in much the same way, but attempting to unlock its secrets based on ideas like gravity, evolution, germ theory or electromagnetism is doomed to failure. The study of the world and the rules governing it is referred to in the game as &#039;&#039;&#039;Cosmology&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The basic principles are well known. Magic is threefold, split into three &#039;&#039;&#039;spheres&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Elemental:&#039;&#039;&#039; Elemental magic is the most coarse, granting all things substance, fluidity and energy and driving them to change (and destroying them to take on new forms). It is generally held to have four natures – air, earth, fire and water – which can be found in some mix in all things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Corporeal:&#039;&#039;&#039; Corporeal magic organises elemental stuff, granting it form and complexity. Things strong in this magic assert their own form, resisting change, healing injury and copying themselves, either by reproduction or infection. It is thus strongly associated with life, death and health.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Spiritual: &#039;&#039;&#039;Spiritual magic governs material patterns, giving them will and identity. A thing strong in spiritual magic has a name and a purpose, forms bonds that exert influence over time and distance, and by this means has a destiny, forming a web between all things in existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Living things, like the people of the world, have all three spheres, more or less in balance; but &#039;&#039;&#039;supernatural&#039;&#039;&#039; creatures have them in strongly unbalanced amounts, especially &#039;&#039;&#039;demons&#039;&#039;&#039; (which lack any corporeal magic), &#039;&#039;&#039;undead&#039;&#039;&#039; (which lack any elemental magic, but for the inert remains of the substance they had when they died), &#039;&#039;&#039;constructs&#039;&#039;&#039; (which lack any spiritual magic), and &#039;&#039;&#039;spirits&#039;&#039;&#039; (which consist solely of spiritual magic).&lt;br /&gt;
&lt;br /&gt;
All things have &#039;&#039;&#039;patterns&#039;&#039;&#039;, describing the mix of magics within them and how they are organised. Patterns shift and change, and can be recalled or passed on. Those with the right tools can alter them, temporarily or permanently.&lt;br /&gt;
&lt;br /&gt;
More than this, players can unlock for themselves. There is already much knowledge out in the game, and a great deal yet to be discovered, for those driven by the search.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1700</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1700"/>
		<updated>2024-08-10T20:00:03Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WELCOME TO RENEWAL==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a live-action roleplaying game run by &#039;&#039;&#039;&#039;&#039;Curious Pastimes Ltd&#039;&#039;&#039;&#039;&#039;. It is a long-running fest campaign, staging four major events every summer since 1996 and supporting about a dozen smaller events a year through the autumn and spring.&lt;br /&gt;
&lt;br /&gt;
== What is Live-Action Roleplaying ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Live-action roleplaying&#039;&#039;&#039; (or &#039;&#039;&#039;LARP&#039;&#039;&#039;) is a form of collaborative storytelling, in which players take on the roles of heroes in a fantasy world and act out their stories. These &#039;&#039;&#039;player characters&#039;&#039;&#039; quest, scheme and strive, interacting with each other as well as with a variety of &#039;&#039;&#039;non-player characters&#039;&#039;&#039; – friends, foils and foes – played by members of staff (or other players volunteering a little of their time). Think of it as a huge game of &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, where you get to dress up as your character.&lt;br /&gt;
&lt;br /&gt;
Scores of LARP events take place every year across the United Kingdom, most of them one-off events (or short campaigns lasting a few events) for just a few dozen players; the handful of &#039;&#039;&#039;fest&#039;&#039;&#039; games, like &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, are larger-scale events with hundreds of players organised into distinct factions, competing and collaborating to achieve their goals.&lt;br /&gt;
&lt;br /&gt;
The story runs continuously, with characters persisting from one event to the next (barring death or retirement) and stories unfolding over months or years. Characters in the game grow and develop over time, learning new skills and acquiring new powers, as well as forming friendships and alliances, accumulating experiences and earning titles and accolades.&lt;br /&gt;
&lt;br /&gt;
== LRP or LARP? ==&lt;br /&gt;
&lt;br /&gt;
Some people call it &#039;&#039;&#039;LRP&#039;&#039;&#039; (for &#039;&#039;&#039;live roleplaying&#039;&#039;&#039;), some call it &#039;&#039;&#039;LARP&#039;&#039;&#039; (for &#039;&#039;&#039;live-action roleplaying&#039;&#039;&#039;); some people have extremely strong opinions on the matter, and will give you detailed arguments why one is more self-evidently right than the other.&lt;br /&gt;
&lt;br /&gt;
We call it LARP, just because we had to choose one for consistency, but you can call it what you want – we’re more concerned with playing it than arguing about the name!&lt;br /&gt;
&lt;br /&gt;
== How Do I Get Started? ==&lt;br /&gt;
&lt;br /&gt;
For starters, read about [[The_World|the world]] of the game and familiarise yourself with the setting, the factions in the game, and some of the creatures you’ll meet on the way.&lt;br /&gt;
&lt;br /&gt;
Head over to [[Character Creation]] and start planning a character. You may have a group of friends you’re planning to attend with, or at least have a faction in mind to play in, which could inform the type of character you create. All of the factions have social media spaces, at least on Discord and Facebook; pay your prospective new home a visit and get to know them.&lt;br /&gt;
&lt;br /&gt;
Read [[the Rules]] of Play and the [[Combat]] rules and brush up on [[Calls]]. It’ll be useful to familiarise yourself with all the rules, eventually, but those three sections, plus whatever sections are relevant to your character’s skills, will be enough to get you started.&lt;br /&gt;
&lt;br /&gt;
Source yourself some costume and [[weapons]]. It can be daunting to get started putting your kit together, but some tips are listed in the sections below, and you may be able to borrow or scrounge stuff to start with.&lt;br /&gt;
&lt;br /&gt;
And then come along. Don’t worry about learning everything or feeling completely prepared; just have fun and you’ll figure the rest out. Welcome to this strange, silly, wonderful hobby!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;character&#039;&#039;&#039; is your persona in the game. You’ll play as your character from &#039;&#039;&#039;time in&#039;&#039;&#039; to &#039;&#039;&#039;time out&#039;&#039;&#039; every day, pausing only to volunteer as a [[Monstering | monster]] or to take a break from play. Your character persists from one event to the next (barring death or retirement), forming friendships and enmities, earning titles and accolades, and learning new secrets and skills over time.&lt;br /&gt;
&lt;br /&gt;
You can have only one active character in the system at a time; once a character is retired, it is out of play (i.e. you may not switch back and forth between characters from event to event).&lt;br /&gt;
&lt;br /&gt;
===Concept===&lt;br /&gt;
&lt;br /&gt;
You can play any kind of character you want, as long as it fits into the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;. Every character in the game can be a hero, and you will walk among a host of those who live, fight and die together.&lt;br /&gt;
&lt;br /&gt;
In game terms, your character is chiefly defined by their [[skills]], which determine what they’re trained to do, but it can help to start with a sense of who they are. We call this a character’s &#039;&#039;&#039;concept&#039;&#039;&#039;: they could be a haughty duellist, for example, or a studious wizard, or glamorous courtier. You don’t have to start with a concept – feel free to jump ahead to the next section – but it can help to inspire you and to shape your choices.&lt;br /&gt;
&lt;br /&gt;
A concept is usually broad and simple, expressed in a few words. Players approach it in a variety of different ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Most players, inevitably, base their concept on the skills they want to pick: a pike-wielding soldier, a potion-stained alchemist, a master of the ritual circle, a skilled tracker, a body-hacking surgeon.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Role:&#039;&#039;&#039; Many players start from where they’ll fit in their group or faction (p. 00): a wealthy merchant, a courtly chatelaine, a devoted civil servant, a priest to a flock – or even a hardened criminal.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Motivation:&#039;&#039;&#039; For a lot of players, of course, it’s all about what drives their character: a power-hungry noble, a knight trying to rediscover their holy zeal, a perfectionist blacksmith, a rogue dedicated to chaos.&lt;br /&gt;
&lt;br /&gt;
There isn’t any one right way to come up with a character concept: you could take inspiration from a favourite book or historical figure, or start with your backstory and work forward – or even start with a costume. Whatever fires your imagination!&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
Most characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Creator:&#039;&#039;&#039; Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Magician:&#039;&#039;&#039; Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Scout:&#039;&#039;&#039; From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Warrior:&#039;&#039;&#039; Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.&lt;br /&gt;
&lt;br /&gt;
The four archetypes are described in more detail in the [[Archetypes]] chapter, along with the more advanced archetype skills associated with them, some advice for character creation, some example characters, and some common &#039;&#039;&#039;study paths&#039;&#039;&#039; for progression via [[Research]] and [[Training]].&lt;br /&gt;
&lt;br /&gt;
You can choose your archetype at character creation, but you don’t have to – you can get a feel for your character before choosing a path. You must, however, choose one before learning any archetype skills.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 character points&#039;&#039;&#039; to spend on [[General Skills|general]] and [[Archetypes|Archetypes]] skills ([[Creator Skills|Creator]], [[Magician Skills|Magician]], [[Scout Skills|Scout]] and [[Warrior Skills|Warrior]] skills). You don’t have to spend all your points up front; unspent points may be held back for later use (see [[Character Progression#Experience|Experience]]).&lt;br /&gt;
&lt;br /&gt;
===Changing Your Mind===&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely possible to find, after an event or two with a new character, that the archetype and skills you&#039;ve chosen don&#039;t seem to fit - or you want to go in a different direction, or you just don&#039;t find the skills fun - even though you want to keep playing the &#039;&#039;character&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despair not! Any &#039;&#039;new&#039;&#039; character&#039;s archetype or skills can be tweaked, or completely discarded and re-chosen, until you spend character points gained through [[Character Progression#Experience|Experience]] after the character&#039;s &#039;&#039;second&#039;&#039; event. Once you&#039;ve spent those points, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character&#039;s skills after that point generally requires significant in character effort of some sort, including ritual transformation, although if you wish to change for &#039;&#039;&#039;out of character&#039;&#039;&#039; reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
By now you have a sketch of a character – at least a set of skills, and possibly a broad concept to hang them on. This is absolutely enough to jump into your first event! Many players prefer to develop their characters in play, filling out their motivations and backstory as they get a feel for who they are.&lt;br /&gt;
&lt;br /&gt;
Some players, on the other hand, like to dream up their character’s &#039;&#039;&#039;background&#039;&#039;&#039; – who they are, where they’re from, what life they lived before they joined the warband – before they start. Having a story adds depth and detail to the concept, and can help the character feel more real to you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
&#039;&#039;An armoured sword-and-shield fighter might be a pious knight of Albion, orphaned by war and raised by monks in a remote abbey, who feels out of place in worldly company, while an elemental spellcaster might be a learned druid of Caledonia, the eldest daughter of a tribal chief who refused to follow in her mother’s footsteps and fled to study the mysteries in the groves of the wise. Of course, not every character’s background has to be very grand or dramatic – there’s space in every warband for a humble pig-farmer who turns up to fight out of patriotic duty before heading home every winter to tend to his pigs.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many characters belong to a &#039;&#039;&#039;group&#039;&#039;&#039; with a shared past, shaping their background, although always with the scope to have a unique story of their own.&lt;br /&gt;
&lt;br /&gt;
===Faction and Culture ===&lt;br /&gt;
&lt;br /&gt;
The most pertinent part of a character’s background is where they’re from: their &#039;&#039;&#039;faction&#039;&#039;&#039; is both the land your character calls home – although not necessarily where they were born – and the camp you’ll be based in at events. A faction is something like a nation, with political institutions,  shared religions and a shared identity; most are loosely based on historical real-world cultures, albeit with a fantasy twist.&lt;br /&gt;
&lt;br /&gt;
The current [[The Factions|factions]] are available to all players and every faction has a website and/or social media presence where prospective players can learn more about them and develop group and character ideas before turning up. Which isn’t to say you have to do homework before playing, but making contact with your intended home can help hit the ground running.&lt;br /&gt;
&lt;br /&gt;
Every faction is home to several &#039;&#039;&#039;cultures&#039;&#039;&#039; – kingdoms, regions, tribes or noble houses – with their own identity and institutions within the larger faction. Most of the factions foster a certain amount of friendly rivalry between cultures, to generate roleplay.&lt;br /&gt;
&lt;br /&gt;
Some cultures have not just distinctive identities, but characteristic appearances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Example: &lt;br /&gt;
Horns and blue skin may be common in one community, while the neighbouring tribe are thickset and broad-shouldered, with full beards.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of course, a character’s features may betray a mixed heritage – and not all children look wholly like their parents.&lt;br /&gt;
&lt;br /&gt;
Each culture in turn may consist of one or several player &#039;&#039;&#039;groups&#039;&#039;&#039; at events, each representing a family or clan, a military company, a trading house or gang or similar.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Your character might not believe in them but gods do exist and they can literally walk the earth. Your response to these giants of power and belief is your own. Some characters are loudly pious and devout, some more irreverent; some see the gods as merely very powerful spirits.&lt;br /&gt;
&lt;br /&gt;
Each faction has some sort of official religion, although plenty of groups – and individuals – have their own private faiths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Players are not permitted to practice any living, real-world faith in character, except for reconstructed historical European religions. You may draw &#039;&#039;&#039;inspiration&#039;&#039;&#039; from real-world religions, as long as you don’t use real names and terms, and as long as you mix elements and practices from different sources so as to obscure their origins.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
While many players find it easiest to play characters who are much like them – especially for sixteen hours a day, three or four days at a time – some enjoy the challenge of inhabiting a very different persona.&lt;br /&gt;
&lt;br /&gt;
Your character’s personality might be shaped by their skills, or it could convey their social role or background.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
A warrior might be taciturn and grim, while a scholar is verbose and enthusiastic and a thief is evasive and given to euphemisms. A courtier might be gracious and charming, or a priest stern but kind; the last survivor of a slaughtered village may be anxious and skittish, or filled with simmering rage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some players find a distinctive costume or make-up helps them find their character, or adopting a particular posture or gait – and many find an in-character style of speech helps. Accents are of course permitted, but players are asked to consider how they come across to others when choosing one; in particular, accents based on racist or otherwise offensive caricatures are unacceptable.&lt;br /&gt;
&lt;br /&gt;
===Goal===&lt;br /&gt;
&lt;br /&gt;
One way to develop a character and drive roleplay is to have an in-character goal. There is, of course, no official way to “win” &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, but players can absolutely create win conditions for themselves. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&lt;br /&gt;
A character may set out to be appointed governor of a Siberian city-state, or to lead Teutonia’s warband in battle; they may be seeking immortality as a vampire, or driven to find and kill the werewolf that mauled their brother.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Inevitably, your character will look more or less like you! But there are ways to make a character distinctive and recognisable.&lt;br /&gt;
&lt;br /&gt;
===Costume===&lt;br /&gt;
&lt;br /&gt;
Your character’s costume can say a lot about them: a vain noble might wear rich fabrics and jewellery, while a pauper scrabbles by in dirty rags; a hardy ranger will prefer rugged, practical garb, while a scholar or magician dresses in magisterial robes.&lt;br /&gt;
&lt;br /&gt;
Many factions have a definite flavour of dress.&lt;br /&gt;
&lt;br /&gt;
You may have more than one costume for your character, of course, if you can afford the investment – after all, in real life, people have more than one set of clothes. Weather at events can vary between swelteringly hot and cold and wet, and being able to add or remove layers while staying in character can be a lifesaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
The Norscans style themselves in furs and chain, while Estragaleans favour doublets and capes. A character’s group may even have a specific uniform, to clearly mark them as a member.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Make-Up===&lt;br /&gt;
&lt;br /&gt;
As in the real world, the people of the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; come in all forms and features; but being a &#039;&#039;magical&#039;&#039; world, that includes green or blue or purple skin, fur or scales (or bark, or stone!), spots or stripes, pointed ears or horns. Some features are more common than others, but almost anything that fits a living person in a fantasy setting is appropriate – but you should avoid looking like a demon, or undead, or any clearly supernatural or unliving creature.&lt;br /&gt;
&lt;br /&gt;
The following guidelines apply:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Prosthetics:&#039;&#039;&#039; Pointed or shaped ears, nose-ridges, horns, fangs, fur, feathers or scales, a wig, stick-on beard or sideburns, or any other fantasy-appropriate prosthetic features are permitted.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Patterns:&#039;&#039;&#039; Make-up may include a coloured stripe or flare over the eyes, painted forehead, dots, stripes or other patterns or any sort of partial cover.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colours:&#039;&#039;&#039; If covering the whole face, make-up must use at least two colours, either to pattern or highlight, and the predominant colour may not be brown, black, yellow or red. We do not permit Blackface of any kind at any time in the game.&lt;br /&gt;
&lt;br /&gt;
Make-up can represent your character’s past as well as their heritage, of course: it’s a dangerous world, and some players incorporate scars, burns, plague spots, tattoos and other markers of a full life into their make-up.&lt;br /&gt;
&lt;br /&gt;
===Can I Play An Elf?===&lt;br /&gt;
&lt;br /&gt;
There are no “races” in the world of the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, only the immortal fae who once ruled the world, and the mortals who ultimately supplanted them. And now that the fae are all but gone, mortals are all that remain.&lt;br /&gt;
&lt;br /&gt;
It pleased the fae, in times past, to label mortals according to their features – to call all mortals with pointed ears “elves” or all those with green skin “goblins” – but now that the world is remade, mortals have seen the truth: that all mortals are one great family, and all are uniquely themselves.&lt;br /&gt;
&lt;br /&gt;
So the answer to the question “Can I play an elf?” is both yes and no: you can absolutely play someone with pointed ears, from a &#039;&#039;&#039;culture&#039;&#039;&#039; who share those features, live in the woods and love music and dancing, but those are markers of that community, not of a global “race” that can be neatly lumped under a single name. And not every member of that community necessarily looks, acts or feels like the stereotype, either.&lt;br /&gt;
&lt;br /&gt;
How you look, and what you call yourself, is up to you – but it doesn’t put you into a neat box, and it has no mechanical effect in the game.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
&lt;br /&gt;
Your character starts with whatever equipment they need for the skills they’ve chosen – all you have to do is bring some sort of props to represent them, known as physical representations (or phys reps). Props are available to buy from vendors on site at all main Curious Pastimes events, or can be sourced online or from charity shops; it may be possible, at first, to borrow items from faction commands or other players. &lt;br /&gt;
&lt;br /&gt;
Starting equipment should include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; You’ll need weapons to fight! LARP weapons must be constructed within strict guidelines, and are subject to rules regarding safe and appropriate use.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Armour:&#039;&#039;&#039; Any armour your character is wearing must be represented in your costume. Armour doesn’t have to be “real,” but should look the part. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Workspace:&#039;&#039;&#039; Creator skills all require some sort of workspace: a [[Crafting#Crafter’s Workshop|Crafter&#039;s Workshop]], a [[Surgery#Surgeon’s Bed|Surgeon&#039;s Bed]], an [[Alchemy#Laboratories|Alchemist’s Laboratory]].&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tools:&#039;&#039;&#039; Various skills require tools for some or all of their functions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check skill descriptions for what props you will need for your character. All starting equipment is [[Equipment and Resources#Equipment Quality|standard quality]] and doesn’t need an [[Equipment and Resources#Item Tracking|item card]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Scoundrel uses a set of lockpicks to open locks. &lt;br /&gt;
*&#039;&#039;A Blacksmith might use pliers and a hammer to repair armour in the field.&lt;br /&gt;
*&#039;&#039;A Surgeon might use scalpels and cauteries to patch up the wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Items===&lt;br /&gt;
&lt;br /&gt;
Your character may acquire special items in play with specific game effects, including higher-quality or enchanted equipment, potions or poisons or magical scrolls and trinkets. They may also collect consumables: crafting materials such as wood or metal, bandages and armour staples, alchemical ingredients such as herbs and venoms, or mystical ether. See [[Equipment and Resources]] for details.&lt;br /&gt;
&lt;br /&gt;
All such items and materials will be issued with [[Equipment and Resources#Item Tracking|item cards]] to record their existence and confirm any relevant effects.&lt;br /&gt;
&lt;br /&gt;
New characters do not start with any special items or consumables.&lt;br /&gt;
&lt;br /&gt;
===Income===&lt;br /&gt;
&lt;br /&gt;
By default, characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign do not receive any automatic income, whether in coin or otherwise. Players may receive an income at the beginning of every event by taking one or more levels of the [[Income]] and [[Resources]] skills.&lt;br /&gt;
&lt;br /&gt;
During time in, the skills [[Foraging]], [[Gathering]] and [[Scrounging]] allow the character to venture into the woods or the camps and find, collect or steal coin or resources each day. Results may vary from day to day – and there is always some risk associated with the effort.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1699</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1699"/>
		<updated>2024-08-10T19:58:27Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WELCOME TO RENEWAL==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a live-action roleplaying game run by &#039;&#039;&#039;&#039;&#039;Curious Pastimes Ltd&#039;&#039;&#039;&#039;&#039;. It is a long-running fest campaign, staging four major events every summer since 1996 and supporting about a dozen smaller events a year through the autumn and spring.&lt;br /&gt;
&lt;br /&gt;
== What is Live-Action Roleplaying ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Live-action roleplaying&#039;&#039;&#039; (or &#039;&#039;&#039;LARP&#039;&#039;&#039;) is a form of collaborative storytelling, in which players take on the roles of heroes in a fantasy world and act out their stories. These &#039;&#039;&#039;player characters&#039;&#039;&#039; quest, scheme and strive, interacting with each other as well as with a variety of &#039;&#039;&#039;non-player characters&#039;&#039;&#039; – friends, foils and foes – played by members of staff (or other players volunteering a little of their time). Think of it as a huge game of &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, where you get to dress up as your character.&lt;br /&gt;
&lt;br /&gt;
Scores of LARP events take place every year across the United Kingdom, most of them one-off events (or short campaigns lasting a few events) for just a few dozen players; the handful of &#039;&#039;&#039;fest&#039;&#039;&#039; games, like &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, are larger-scale events with hundreds of players organised into distinct factions, competing and collaborating to achieve their goals.&lt;br /&gt;
&lt;br /&gt;
The story runs continuously, with characters persisting from one event to the next (barring death or retirement) and stories unfolding over months or years. Characters in the game grow and develop over time, learning new skills and acquiring new powers, as well as forming friendships and alliances, accumulating experiences and earning titles and accolades.&lt;br /&gt;
&lt;br /&gt;
== LRP or LARP? ==&lt;br /&gt;
&lt;br /&gt;
Some people call it &#039;&#039;&#039;LRP&#039;&#039;&#039; (for &#039;&#039;&#039;live roleplaying&#039;&#039;&#039;), some call it &#039;&#039;&#039;LARP&#039;&#039;&#039; (for &#039;&#039;&#039;live-action roleplaying&#039;&#039;&#039;); some people have extremely strong opinions on the matter, and will give you detailed arguments why one is more self-evidently right than the other.&lt;br /&gt;
&lt;br /&gt;
We call it LARP, just because we had to choose one for consistency, but you can call it what you want – we’re more concerned with playing it than arguing about the name!&lt;br /&gt;
&lt;br /&gt;
== How Do I Get Started? ==&lt;br /&gt;
&lt;br /&gt;
For starters, read about [[The_World|the world]] of the game and familiarise yourself with the setting, the factions in the game, and some of the creatures you’ll meet on the way.&lt;br /&gt;
&lt;br /&gt;
Head over to [[Character Creation]] and start planning a character. You may have a group of friends you’re planning to attend with, or at least have a faction in mind to play in, which could inform the type of character you create. All of the factions have social media spaces, at least on Discord and Facebook; pay your prospective new home a visit and get to know them.&lt;br /&gt;
&lt;br /&gt;
Read [[the Rules]] of Play and the [[Combat]] rules and brush up on [[Calls]]. It’ll be useful to familiarise yourself with all the rules, eventually, but those three sections, plus whatever sections are relevant to your character’s skills, will be enough to get you started.&lt;br /&gt;
&lt;br /&gt;
Source yourself some costume and [[weapons]]. It can be daunting to get started putting your kit together, but some tips are listed in the sections below, and you may be able to borrow or scrounge stuff to start with.&lt;br /&gt;
&lt;br /&gt;
And then come along. Don’t worry about learning everything or feeling completely prepared; just have fun and you’ll figure the rest out. Welcome to this strange, silly, wonderful hobby!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;character&#039;&#039;&#039; is your persona in the game. You’ll play as your character from &#039;&#039;&#039;time in&#039;&#039;&#039; to &#039;&#039;&#039;time out&#039;&#039;&#039; every day, pausing only to volunteer as a [[Monstering | monster]] or to take a break from play. Your character persists from one event to the next (barring death or retirement), forming friendships and enmities, earning titles and accolades, and learning new secrets and skills over time.&lt;br /&gt;
&lt;br /&gt;
You can have only one active character in the system at a time; once a character is retired, it is out of play (i.e. you may not switch back and forth between characters from event to event).&lt;br /&gt;
&lt;br /&gt;
===Concept===&lt;br /&gt;
&lt;br /&gt;
You can play any kind of character you want, as long as it fits into the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;. Every character in the game can be a hero, and you will walk among a host of those who live, fight and die together.&lt;br /&gt;
&lt;br /&gt;
In game terms, your character is chiefly defined by their [[skills]], which determine what they’re trained to do, but it can help to start with a sense of who they are. We call this a character’s &#039;&#039;&#039;concept&#039;&#039;&#039;: they could be a haughty duellist, for example, or a studious wizard, or glamorous courtier. You don’t have to start with a concept – feel free to jump ahead to the next section – but it can help to inspire you and to shape your choices.&lt;br /&gt;
&lt;br /&gt;
A concept is usually broad and simple, expressed in a few words. Players approach it in a variety of different ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Most players, inevitably, base their concept on the skills they want to pick: a pike-wielding soldier, a potion-stained alchemist, a master of the ritual circle, a skilled tracker, a body-hacking surgeon.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Role:&#039;&#039;&#039; Many players start from where they’ll fit in their group or faction (p. 00): a wealthy merchant, a courtly chatelaine, a devoted civil servant, a priest to a flock – or even a hardened criminal.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Motivation:&#039;&#039;&#039; For a lot of players, of course, it’s all about what drives their character: a power-hungry noble, a knight trying to rediscover their holy zeal, a perfectionist blacksmith, a rogue dedicated to chaos.&lt;br /&gt;
&lt;br /&gt;
There isn’t any one right way to come up with a character concept: you could take inspiration from a favourite book or historical figure, or start with your backstory and work forward – or even start with a costume. Whatever fires your imagination!&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
Most characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Creator:&#039;&#039;&#039; Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Magician:&#039;&#039;&#039; Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Scout:&#039;&#039;&#039; From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Warrior:&#039;&#039;&#039; Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.&lt;br /&gt;
&lt;br /&gt;
The four archetypes are described in more detail in the [[Archetypes]] chapter, along with the more advanced archetype skills associated with them, some advice for character creation, some example characters, and some common &#039;&#039;&#039;study paths&#039;&#039;&#039; for progression via [[Research]] and [[Training]].&lt;br /&gt;
&lt;br /&gt;
You can choose your archetype at character creation, but you don’t have to – you can get a feel for your character before choosing a path. You must, however, choose one before learning any archetype skills.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 character points&#039;&#039;&#039; to spend on [[General Skills|general]] and [[Archetypes|Archetypes]] skills ([[Creator Skills|Creator]], [[Magician Skills|Magician]], [[Scout Skills|Scout]] and [[Warrior Skills|Warrior]] skills). You don’t have to spend all your points up front; unspent points may be held back for later use (see [[Character Progression#Experience|Experience]]).&lt;br /&gt;
&lt;br /&gt;
===Changing Your Mind===&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely possible to find, after an event or two with a new character, that the archetype and skills you&#039;ve chosen don&#039;t seem to fit - or you want to go in a different direction, or you just don&#039;t find the skills fun - even though you want to keep playing the &#039;&#039;character&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despair not! Any &#039;&#039;new&#039;&#039; character&#039;s archetype or skills can be tweaked, or completely discarded and re-chosen, until you spend character points gained through [[Character Progression#Experience|Experience]] after the character&#039;s &#039;&#039;second&#039;&#039; event. Once you&#039;ve spent those points, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character&#039;s skills after that point generally requires significant in character effort of some sort, including ritual transformation, although if you wish to change for &#039;&#039;&#039;out of character&#039;&#039;&#039; reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
By now you have a sketch of a character – at least a set of skills, and possibly a broad concept to hang them on. This is absolutely enough to jump into your first event! Many players prefer to develop their characters in play, filling out their motivations and backstory as they get a feel for who they are.&lt;br /&gt;
&lt;br /&gt;
Some players, on the other hand, like to dream up their character’s &#039;&#039;&#039;background&#039;&#039;&#039; – who they are, where they’re from, what life they lived before they joined the warband – before they start. Having a story adds depth and detail to the concept, and can help the character feel more real to you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
&#039;&#039;An armoured sword-and-shield fighter might be a pious knight of Albion, orphaned by war and raised by monks in a remote abbey, who feels out of place in worldly company, while an elemental spellcaster might be a learned druid of Caledonia, the eldest daughter of a tribal chief who refused to follow in her mother’s footsteps and fled to study the mysteries in the groves of the wise. Of course, not every character’s background has to be very grand or dramatic – there’s space in every warband for a humble pig-farmer who turns up to fight out of patriotic duty before heading home every winter to tend to his pigs.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many characters belong to a &#039;&#039;&#039;group&#039;&#039;&#039; with a shared past, shaping their background, although always with the scope to have a unique story of their own.&lt;br /&gt;
&lt;br /&gt;
===Faction and Culture ===&lt;br /&gt;
&lt;br /&gt;
The most pertinent part of a character’s background is where they’re from: their &#039;&#039;&#039;faction&#039;&#039;&#039; is both the land your character calls home – although not necessarily where they were born – and the camp you’ll be based in at events. A faction is something like a nation, with political institutions,  shared religions and a shared identity; most are loosely based on historical real-world cultures, albeit with a fantasy twist.&lt;br /&gt;
&lt;br /&gt;
The current [[The Factions|factions]] are available to all players and every faction has a website and/or social media presence where prospective players can learn more about them and develop group and character ideas before turning up. Which isn’t to say you have to do homework before playing, but making contact with your intended home can help hit the ground running.&lt;br /&gt;
&lt;br /&gt;
Every faction is home to several &#039;&#039;&#039;cultures&#039;&#039;&#039; – kingdoms, regions, tribes or noble houses – with their own identity and institutions within the larger faction. Most of the factions foster a certain amount of friendly rivalry between cultures, to generate roleplay.&lt;br /&gt;
&lt;br /&gt;
Some cultures have not just distinctive identities, but characteristic appearances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Example: &lt;br /&gt;
Horns and blue skin may be common in one community, while the neighbouring tribe are thickset and broad-shouldered, with full beards.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of course, a character’s features may betray a mixed heritage – and not all children look wholly like their parents.&lt;br /&gt;
&lt;br /&gt;
Each culture in turn may consist of one or several player &#039;&#039;&#039;groups&#039;&#039;&#039; at events, each representing a family or clan, a military company, a trading house or gang or similar.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Your character might not believe in them but gods do exist and they can literally walk the earth. Your response to these giants of power and belief is your own. Some characters are loudly pious and devout, some more irreverent; some see the gods as merely very powerful spirits.&lt;br /&gt;
&lt;br /&gt;
Each faction has some sort of official religion, although plenty of groups – and individuals – have their own private faiths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Players are not permitted to practice any living, real-world faith in character, except for reconstructed historical European religions. You may draw &#039;&#039;&#039;inspiration&#039;&#039;&#039; from real-world religions, as long as you don’t use real names and terms, and as long as you mix elements and practices from different sources so as to obscure their origins.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
While many players find it easiest to play characters who are much like them – especially for sixteen hours a day, three or four days at a time – some enjoy the challenge of inhabiting a very different persona.&lt;br /&gt;
&lt;br /&gt;
Your character’s personality might be shaped by their skills, or it could convey their social role or background.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
A warrior might be taciturn and grim, while a scholar is verbose and enthusiastic and a thief is evasive and given to euphemisms. A courtier might be gracious and charming, or a priest stern but kind; the last survivor of a slaughtered village may be anxious and skittish, or filled with simmering rage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some players find a distinctive costume or make-up helps them find their character, or adopting a particular posture or gait – and many find an in-character style of speech helps. Accents are of course permitted, but players are asked to consider how they come across to others when choosing one; in particular, accents based on racist or otherwise offensive caricatures are unacceptable.&lt;br /&gt;
&lt;br /&gt;
===Goal===&lt;br /&gt;
&lt;br /&gt;
One way to develop a character and drive roleplay is to have an in-character goal. There is, of course, no official way to “win” &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, but players can absolutely create win conditions for themselves. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&lt;br /&gt;
A character may set out to be appointed governor of a Siberian city-state, or to lead Teutonia’s warband in battle; they may be seeking immortality as a vampire, or driven to find and kill the werewolf that mauled their brother.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Inevitably, your character will look more or less like you! But there are ways to make a character distinctive and recognisable.&lt;br /&gt;
&lt;br /&gt;
===Costume===&lt;br /&gt;
&lt;br /&gt;
Your character’s costume can say a lot about them: a vain noble might wear rich fabrics and jewellery, while a pauper scrabbles by in dirty rags; a hardy ranger will prefer rugged, practical garb, while a scholar or magician dresses in magisterial robes.&lt;br /&gt;
&lt;br /&gt;
Many factions have a definite flavour of dress.&lt;br /&gt;
&lt;br /&gt;
You may have more than one costume for your character, of course, if you can afford the investment – after all, in real life, people have more than one set of clothes. Weather at events can vary between swelteringly hot and cold and wet, and being able to add or remove layers while staying in character can be a lifesaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
The Norscans style themselves in furs and chain, while Estragaleans favour doublets and capes. A character’s group may even have a specific uniform, to clearly mark them as a member.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Make-Up===&lt;br /&gt;
&lt;br /&gt;
As in the real world, the people of the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; come in all forms and features; but being a &#039;&#039;magical&#039;&#039; world, that includes green or blue or purple skin, fur or scales (or bark, or stone!), spots or stripes, pointed ears or horns. Some features are more common than others, but almost anything that fits a living person in a fantasy setting is appropriate – but you should avoid looking like a demon, or undead, or any clearly supernatural or unliving creature.&lt;br /&gt;
&lt;br /&gt;
The following guidelines apply:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Prosthetics:&#039;&#039;&#039; Pointed or shaped ears, nose-ridges, horns, fangs, fur, feathers or scales, a wig, stick-on beard or sideburns, or any other fantasy-appropriate prosthetic features are permitted.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Patterns:&#039;&#039;&#039; Make-up may include a coloured stripe or flare over the eyes, painted forehead, dots, stripes or other patterns or any sort of partial cover.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colours:&#039;&#039;&#039; If covering the whole face, make-up must use at least two colours, either to pattern or highlight, and the predominant colour may not be brown, black, yellow or red. We do not permit Blackface of any kind at any time in the game.&lt;br /&gt;
&lt;br /&gt;
Make-up can represent your character’s past as well as their heritage, of course: it’s a dangerous world, and some players incorporate scars, burns, plague spots, tattoos and other markers of a full life into their make-up.&lt;br /&gt;
&lt;br /&gt;
===Can I Play An Elf?===&lt;br /&gt;
&lt;br /&gt;
There are no “races” in the world of the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, only the immortal fae who once ruled the world, and the mortals who ultimately supplanted them. And now that the fae are all but gone, mortals are all that remain.&lt;br /&gt;
&lt;br /&gt;
It pleased the fae, in times past, to label mortals according to their features – to call all mortals with pointed ears “elves” or all those with green skin “goblins” – but now that the world is remade, mortals have seen the truth: that all mortals are one great family, and all are uniquely themselves.&lt;br /&gt;
&lt;br /&gt;
So the answer to the question “Can I play an elf?” is both yes and no: you can absolutely play someone with pointed ears, from a &#039;&#039;&#039;culture&#039;&#039;&#039; who share those features, live in the woods and love music and dancing, but those are markers of that community, not of a global “race” that can be neatly lumped under a single name. And not every member of that community necessarily looks, acts or feels like the stereotype, either.&lt;br /&gt;
&lt;br /&gt;
How you look, and what you call yourself, is up to you – but it doesn’t put you into a neat box, and it has no mechanical effect in the game.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
&lt;br /&gt;
Your character starts with whatever equipment they need for the skills they’ve chosen – all you have to do is bring some sort of props to represent them, known as physical representations (or phys reps). Props are available to buy from vendors on site at all main Curious Pastimes events, or can be sourced online or from charity shops; it may be possible, at first, to borrow items from faction commands or other players. &lt;br /&gt;
&lt;br /&gt;
Starting equipment should include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; You’ll need weapons to fight! LARP weapons must be constructed within strict guidelines, and are subject to rules regarding safe and appropriate use.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Armour:&#039;&#039;&#039; Any armour your character is wearing must be represented in your costume. Armour doesn’t have to be “real,” but should look the part. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Workspace:&#039;&#039;&#039; Creator skills all require some sort of workspace: a [[Crafting#Crafter’s Workshop|Crafter&#039;s Workshop]], a [[Surgery#Surgeon’s Bed|Surgeon&#039;s Bed]], an [[Alchemy#Laboratories|Alchemist’s Laboratory]].&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tools:&#039;&#039;&#039; Various skills require tools for some or all of their functions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check skill descriptions for what props you will need for your character. All starting equipment is [[Equipment and Resources#Equipment Quality|standard quality]] and doesn’t need an [[Equipment and Resources#Item Tracking|item card]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Scoundrel uses a set of lockpicks to open locks, &lt;br /&gt;
*&#039;&#039;A Blacksmith might use pliers and a hammer to repair armour in the field, and &lt;br /&gt;
*&#039;&#039;A Surgeon might use scalpels and cauteries to patch up the wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Items===&lt;br /&gt;
&lt;br /&gt;
Your character may acquire special items in play with specific game effects, including higher-quality or enchanted equipment, potions or poisons or magical scrolls and trinkets. They may also collect consumables: crafting materials such as wood or metal, bandages and armour staples, alchemical ingredients such as herbs and venoms, or mystical ether. See [[Equipment and Resources]] for details.&lt;br /&gt;
&lt;br /&gt;
All such items and materials will be issued with [[Equipment and Resources#Item Tracking|item cards]] to record their existence and confirm any relevant effects.&lt;br /&gt;
&lt;br /&gt;
New characters do not start with any special items or consumables.&lt;br /&gt;
&lt;br /&gt;
===Income===&lt;br /&gt;
&lt;br /&gt;
By default, characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign do not receive any automatic income, whether in coin or otherwise. Players may receive an income at the beginning of every event by taking one or more levels of the [[Income]] and [[Resources]] skills.&lt;br /&gt;
&lt;br /&gt;
During time in, the skills [[Foraging]], [[Gathering]] and [[Scrounging]] allow the character to venture into the woods or the camps and find, collect or steal coin or resources each day. Results may vary from day to day – and there is always some risk associated with the effort.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1698</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1698"/>
		<updated>2024-08-10T19:53:05Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WELCOME TO RENEWAL==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a live-action roleplaying game run by &#039;&#039;&#039;&#039;&#039;Curious Pastimes Ltd&#039;&#039;&#039;&#039;&#039;. It is a long-running fest campaign, staging four major events every summer since 1996 and supporting about a dozen smaller events a year through the autumn and spring.&lt;br /&gt;
&lt;br /&gt;
== What is Live-Action Roleplaying ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Live-action roleplaying&#039;&#039;&#039; (or &#039;&#039;&#039;LARP&#039;&#039;&#039;) is a form of collaborative storytelling, in which players take on the roles of heroes in a fantasy world and act out their stories. These &#039;&#039;&#039;player characters&#039;&#039;&#039; quest, scheme and strive, interacting with each other as well as with a variety of &#039;&#039;&#039;non-player characters&#039;&#039;&#039; – friends, foils and foes – played by members of staff (or other players volunteering a little of their time). Think of it as a huge game of &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, where you get to dress up as your character.&lt;br /&gt;
&lt;br /&gt;
Scores of LARP events take place every year across the United Kingdom, most of them one-off events (or short campaigns lasting a few events) for just a few dozen players; the handful of &#039;&#039;&#039;fest&#039;&#039;&#039; games, like &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, are larger-scale events with hundreds of players organised into distinct factions, competing and collaborating to achieve their goals.&lt;br /&gt;
&lt;br /&gt;
The story runs continuously, with characters persisting from one event to the next (barring death or retirement) and stories unfolding over months or years. Characters in the game grow and develop over time, learning new skills and acquiring new powers, as well as forming friendships and alliances, accumulating experiences and earning titles and accolades.&lt;br /&gt;
&lt;br /&gt;
== LRP or LARP? ==&lt;br /&gt;
&lt;br /&gt;
Some people call it &#039;&#039;&#039;LRP&#039;&#039;&#039; (for &#039;&#039;&#039;live roleplaying&#039;&#039;&#039;), some call it &#039;&#039;&#039;LARP&#039;&#039;&#039; (for &#039;&#039;&#039;live-action roleplaying&#039;&#039;&#039;); some people have extremely strong opinions on the matter, and will give you detailed arguments why one is more self-evidently right than the other.&lt;br /&gt;
&lt;br /&gt;
We call it LARP, just because we had to choose one for consistency, but you can call it what you want – we’re more concerned with playing it than arguing about the name!&lt;br /&gt;
&lt;br /&gt;
== How Do I Get Started? ==&lt;br /&gt;
&lt;br /&gt;
For starters, read about [[The_World|the world]] of the game and familiarise yourself with the setting, the factions in the game, and some of the creatures you’ll meet on the way.&lt;br /&gt;
&lt;br /&gt;
Head over to [[Character Creation]] and start planning a character. You may have a group of friends you’re planning to attend with, or at least have a faction in mind to play in, which could inform the type of character you create. All of the factions have social media spaces, at least on Discord and Facebook; pay your prospective new home a visit and get to know them.&lt;br /&gt;
&lt;br /&gt;
Read [[the Rules]] of Play and the [[Combat]] rules and brush up on [[Calls]]. It’ll be useful to familiarise yourself with all the rules, eventually, but those three sections, plus whatever sections are relevant to your character’s skills, will be enough to get you started.&lt;br /&gt;
&lt;br /&gt;
Source yourself some costume and [[weapons]]. It can be daunting to get started putting your kit together, but some tips are listed in the sections below, and you may be able to borrow or scrounge stuff to start with.&lt;br /&gt;
&lt;br /&gt;
And then come along. Don’t worry about learning everything or feeling completely prepared; just have fun and you’ll figure the rest out. Welcome to this strange, silly, wonderful hobby!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;character&#039;&#039;&#039; is your persona in the game. You’ll play as your character from &#039;&#039;&#039;time in&#039;&#039;&#039; to &#039;&#039;&#039;time out&#039;&#039;&#039; every day, pausing only to volunteer as a [[Monstering | monster]] or to take a break from play. Your character persists from one event to the next (barring death or retirement), forming friendships and enmities, earning titles and accolades, and learning new secrets and skills over time.&lt;br /&gt;
&lt;br /&gt;
You can have only one active character in the system at a time; once a character is retired, it is out of play (i.e. you may not switch back and forth between characters from event to event).&lt;br /&gt;
&lt;br /&gt;
===Concept===&lt;br /&gt;
&lt;br /&gt;
You can play any kind of character you want, as long as it fits into the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;. Every character in the game can be a hero, and you will walk among a host of those who live, fight and die together.&lt;br /&gt;
&lt;br /&gt;
In game terms, your character is chiefly defined by their [[skills]], which determine what they’re trained to do, but it can help to start with a sense of who they are. We call this a character’s &#039;&#039;&#039;concept&#039;&#039;&#039;: they could be a haughty duellist, for example, or a studious wizard, or glamorous courtier. You don’t have to start with a concept – feel free to jump ahead to the next section – but it can help to inspire you and to shape your choices.&lt;br /&gt;
&lt;br /&gt;
A concept is usually broad and simple, expressed in a few words. Players approach it in a variety of different ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Most players, inevitably, base their concept on the skills they want to pick: a pike-wielding soldier, a potion-stained alchemist, a master of the ritual circle, a skilled tracker, a body-hacking surgeon.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Role:&#039;&#039;&#039; Many players start from where they’ll fit in their group or faction (p. 00): a wealthy merchant, a courtly chatelaine, a devoted civil servant, a priest to a flock – or even a hardened criminal.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Motivation:&#039;&#039;&#039; For a lot of players, of course, it’s all about what drives their character: a power-hungry noble, a knight trying to rediscover their holy zeal, a perfectionist blacksmith, a rogue dedicated to chaos.&lt;br /&gt;
&lt;br /&gt;
There isn’t any one right way to come up with a character concept: you could take inspiration from a favourite book or historical figure, or start with your backstory and work forward – or even start with a costume. Whatever fires your imagination!&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
Most characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Creator:&#039;&#039;&#039; Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Magician:&#039;&#039;&#039; Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Scout:&#039;&#039;&#039; From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Warrior:&#039;&#039;&#039; Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.&lt;br /&gt;
&lt;br /&gt;
The four archetypes are described in more detail in the [[Archetypes]] chapter, along with the more advanced archetype skills associated with them, some advice for character creation, some example characters, and some common &#039;&#039;&#039;study paths&#039;&#039;&#039; for progression via [[Research]] and [[Training]].&lt;br /&gt;
&lt;br /&gt;
You can choose your archetype at character creation, but you don’t have to – you can get a feel for your character before choosing a path. You must, however, choose one before learning any archetype skills.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 character points&#039;&#039;&#039; to spend on [[General Skills|general]] and [[Archetypes|Archetypes]] skills ([[Creator Skills|Creator]], [[Magician Skills|Magician]], [[Scout Skills|Scout]] and [[Warrior Skills|Warrior]] skills). You don’t have to spend all your points up front; unspent points may be held back for later use (see [[Character Progression#Experience|Experience]]).&lt;br /&gt;
&lt;br /&gt;
===Changing Your Mind===&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely possible to find, after an event or two with a new character, that the archetype and skills you&#039;ve chosen don&#039;t seem to fit - or you want to go in a different direction, or you just don&#039;t find the skills fun - even though you want to keep playing the &#039;&#039;character&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despair not! Any &#039;&#039;new&#039;&#039; character&#039;s archetype or skills can be tweaked, or completely discarded and re-chosen, until you spend character points gained through [[Character Progression#Experience|Experience]] after the character&#039;s &#039;&#039;second&#039;&#039; event. Once you&#039;ve spent those points, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character&#039;s skills after that point generally requires significant in character effort of some sort, including ritual transformation, although if you wish to change for &#039;&#039;&#039;out of character&#039;&#039;&#039; reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
By now you have a sketch of a character – at least a set of skills, and possibly a broad concept to hang them on. This is absolutely enough to jump into your first event! Many players prefer to develop their characters in play, filling out their motivations and backstory as they get a feel for who they are.&lt;br /&gt;
&lt;br /&gt;
Some players, on the other hand, like to dream up their character’s &#039;&#039;&#039;background&#039;&#039;&#039; – who they are, where they’re from, what life they lived before they joined the warband – before they start. Having a story adds depth and detail to the concept, and can help the character feel more real to you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
&#039;&#039;An armoured sword-and-shield fighter might be a pious knight of Albion, orphaned by war and raised by monks in a remote abbey, who feels out of place in worldly company, while an elemental spellcaster might be a learned druid of Caledonia, the eldest daughter of a tribal chief who refused to follow in her mother’s footsteps and fled to study the mysteries in the groves of the wise. Of course, not every character’s background has to be very grand or dramatic – there’s space in every warband for a humble pig-farmer who turns up to fight out of patriotic duty before heading home every winter to tend to his pigs.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many characters belong to a &#039;&#039;&#039;group&#039;&#039;&#039; with a shared past, shaping their background, although always with the scope to have a unique story of their own.&lt;br /&gt;
&lt;br /&gt;
===Faction and Culture ===&lt;br /&gt;
&lt;br /&gt;
The most pertinent part of a character’s background is where they’re from: their &#039;&#039;&#039;faction&#039;&#039;&#039; is both the land your character calls home – although not necessarily where they were born – and the camp you’ll be based in at events. A faction is something like a nation, with political institutions,  shared religions and a shared identity; most are loosely based on historical real-world cultures, albeit with a fantasy twist.&lt;br /&gt;
&lt;br /&gt;
The current [[The Factions|factions]] are available to all players and every faction has a website and/or social media presence where prospective players can learn more about them and develop group and character ideas before turning up. Which isn’t to say you have to do homework before playing, but making contact with your intended home can help hit the ground running.&lt;br /&gt;
&lt;br /&gt;
Every faction is home to several &#039;&#039;&#039;cultures&#039;&#039;&#039; – kingdoms, regions, tribes or noble houses – with their own identity and institutions within the larger faction. Most of the factions foster a certain amount of friendly rivalry between cultures, to generate roleplay.&lt;br /&gt;
&lt;br /&gt;
Some cultures have not just distinctive identities, but characteristic appearances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Example: &lt;br /&gt;
Horns and blue skin may be common in one community, while the neighbouring tribe are thickset and broad-shouldered, with full beards.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of course, a character’s features may betray a mixed heritage – and not all children look wholly like their parents.&lt;br /&gt;
&lt;br /&gt;
Each culture in turn may consist of one or several player &#039;&#039;&#039;groups&#039;&#039;&#039; at events, each representing a family or clan, a military company, a trading house or gang or similar.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Your character might not believe in them but gods do exist and they can literally walk the earth. Your response to these giants of power and belief is your own. Some characters are loudly pious and devout, some more irreverent; some see the gods as merely very powerful spirits.&lt;br /&gt;
&lt;br /&gt;
Each faction has some sort of official religion, although plenty of groups – and individuals – have their own private faiths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Players are not permitted to practice any living, real-world faith in character, except for reconstructed historical European religions. You may draw &#039;&#039;&#039;inspiration&#039;&#039;&#039; from real-world religions, as long as you don’t use real names and terms, and as long as you mix elements and practices from different sources so as to obscure their origins.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
While many players find it easiest to play characters who are much like them – especially for sixteen hours a day, three or four days at a time – some enjoy the challenge of inhabiting a very different persona.&lt;br /&gt;
&lt;br /&gt;
Your character’s personality might be shaped by their skills, or it could convey their social role or background.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
A warrior might be taciturn and grim, while a scholar is verbose and enthusiastic and a thief is evasive and given to euphemisms. A courtier might be gracious and charming, or a priest stern but kind; the last survivor of a slaughtered village may be anxious and skittish, or filled with simmering rage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some players find a distinctive costume or make-up helps them find their character, or adopting a particular posture or gait – and many find an in-character style of speech helps. Accents are of course permitted, but players are asked to consider how they come across to others when choosing one; in particular, accents based on racist or otherwise offensive caricatures are unacceptable.&lt;br /&gt;
&lt;br /&gt;
===Goal===&lt;br /&gt;
&lt;br /&gt;
One way to develop a character and drive roleplay is to have an in-character goal. There is, of course, no official way to “win” &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, but players can absolutely create win conditions for themselves. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&lt;br /&gt;
A character may set out to be appointed governor of a Siberian city-state, or to lead Teutonia’s warband in battle; they may be seeking immortality as a vampire, or driven to find and kill the werewolf that mauled their brother.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Inevitably, your character will look more or less like you! But there are ways to make a character distinctive and recognisable.&lt;br /&gt;
&lt;br /&gt;
===Costume===&lt;br /&gt;
&lt;br /&gt;
Your character’s costume can say a lot about them: a vain noble might wear rich fabrics and jewellery, while a pauper scrabbles by in dirty rags; a hardy ranger will prefer rugged, practical garb, while a scholar or magician dresses in magisterial robes.&lt;br /&gt;
&lt;br /&gt;
Many factions have a definite flavour of dress.&lt;br /&gt;
&lt;br /&gt;
You may have more than one costume for your character, of course, if you can afford the investment – after all, in real life, people have more than one set of clothes. Weather at events can vary between swelteringly hot and cold and wet, and being able to add or remove layers while staying in character can be a lifesaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
The Norscans style themselves in furs and chain, while Estragaleans favour doublets and capes. A character’s group may even have a specific uniform, to clearly mark them as a member.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Make-Up===&lt;br /&gt;
&lt;br /&gt;
As in the real world, the people of the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; come in all forms and features; but being a &#039;&#039;magical&#039;&#039; world, that includes green or blue or purple skin, fur or scales (or bark, or stone!), spots or stripes, pointed ears or horns. Some features are more common than others, but almost anything that fits a living person in a fantasy setting is appropriate – but you should avoid looking like a demon, or undead, or any clearly supernatural or unliving creature.&lt;br /&gt;
&lt;br /&gt;
The following guidelines apply:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Prosthetics:&#039;&#039;&#039; Pointed or shaped ears, nose-ridges, horns, fangs, fur, feathers or scales, a wig, stick-on beard or sideburns, or any other fantasy-appropriate prosthetic features are permitted.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Patterns:&#039;&#039;&#039; Make-up may include a coloured stripe or flare over the eyes, painted forehead, dots, stripes or other patterns or any sort of partial cover.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colours:&#039;&#039;&#039; If covering the whole face, make-up must use at least two colours, either to pattern or highlight, and the predominant colour may not be brown, black, yellow or red. We do not permit Blackface of any kind at any time in the game.&lt;br /&gt;
&lt;br /&gt;
Make-up can represent your character’s past as well as their heritage, of course: it’s a dangerous world, and some players incorporate scars, burns, plague spots, tattoos and other markers of a full life into their make-up.&lt;br /&gt;
&lt;br /&gt;
===Can I Play An Elf?===&lt;br /&gt;
&lt;br /&gt;
There are no “races” in the world of the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, only the immortal fae who once ruled the world, and the mortals who ultimately supplanted them. And now that the fae are all but gone, mortals are all that remain.&lt;br /&gt;
&lt;br /&gt;
It pleased the fae, in times past, to label mortals according to their features – to call all mortals with pointed ears “elves” or all those with green skin “goblins” – but now that the world is remade, mortals have seen the truth: that all mortals are one great family, and all are uniquely themselves.&lt;br /&gt;
&lt;br /&gt;
So the answer to the question “Can I play an elf?” is both yes and no: you can absolutely play someone with pointed ears, from a &#039;&#039;&#039;culture&#039;&#039;&#039; who share those features, live in the woods and love music and dancing, but those are markers of that community, not of a global “race” that can be neatly lumped under a single name. And not every member of that community necessarily looks, acts or feels like the stereotype, either.&lt;br /&gt;
&lt;br /&gt;
How you look, and what you call yourself, is up to you – but it doesn’t put you into a neat box, and it has no mechanical effect in the game.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
&lt;br /&gt;
Your character starts with whatever equipment they need for the skills they’ve chosen – all you have to do is bring some sort of props to represent them, known as physical representations (or phys reps). Props are available to buy from vendors on site at all main Curious Pastimes events, or can be sourced online or from charity shops; it may be possible, at first, to borrow items from faction commands or other players. &lt;br /&gt;
&lt;br /&gt;
Starting equipment should include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; You’ll need weapons to fight! LARP weapons must be constructed within strict guidelines, and are subject to rules regarding safe and appropriate use.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Armour:&#039;&#039;&#039; Any armour your character is wearing must be represented in your costume. Armour doesn’t have to be “real,” but should look the part. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Workspace:&#039;&#039;&#039; Creator skills all require some sort of workspace: a [[Crafting#Crafter’s Workshop|Crafter&#039;s Workshop]], a [[Surgery#Surgeon’s Bed|Surgeon&#039;s Bed]], an [[Alchemy#Laboratories|Alchemist’s Laboratory]].&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tools:&#039;&#039;&#039; Various skills require tools for some or all of their functions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check skill descriptions for what props you will need for your character. All starting equipment is [[Equipment and Resources#Equipment Quality|standard quality]]&#039; and doesn’t need an [[Equipment and Resources#Item Tracking|item card]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Scoundrel uses a set of lockpicks to open locks, &lt;br /&gt;
*&#039;&#039;A Blacksmith might use pliers and a hammer to repair armour in the field, and &lt;br /&gt;
*&#039;&#039;A Surgeon might use scalpels and cauteries to patch up the wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Items===&lt;br /&gt;
&lt;br /&gt;
Your character may acquire special items in play with specific game effects, including higher-quality or enchanted equipment, potions or poisons or magical scrolls and trinkets. They may also collect consumables: crafting materials such as wood or metal, bandages and armour staples, alchemical ingredients such as herbs and venoms, or mystical ether. See [[Equipment and Resources]] for details.&lt;br /&gt;
&lt;br /&gt;
All such items and materials will be issued with [[Equipment and Resources#Item Tracking|item cards]] to record their existence and confirm any relevant effects.&lt;br /&gt;
&lt;br /&gt;
New characters do not start with any special items or consumables.&lt;br /&gt;
&lt;br /&gt;
===Income===&lt;br /&gt;
&lt;br /&gt;
By default, characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign do not receive any automatic income, whether in coin or otherwise. Players may receive an income at the beginning of every event by taking one or more levels of the [[Income]] and [[Resources]] skills.&lt;br /&gt;
&lt;br /&gt;
During time in, the skills [[Foraging]], [[Gathering]] and [[Scrounging]] allow the character to venture into the woods or the camps and find, collect or steal coin or resources each day. Results may vary from day to day – and there is always some risk associated with the effort.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1697</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Getting_Started&amp;diff=1697"/>
		<updated>2024-08-10T19:46:32Z</updated>

		<summary type="html">&lt;p&gt;Kate.bradford: /* Faction and Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==WELCOME TO RENEWAL==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; is a live-action roleplaying game run by &#039;&#039;&#039;&#039;&#039;Curious Pastimes Ltd&#039;&#039;&#039;&#039;&#039;. It is a long-running fest campaign, staging four major events every summer since 1996 and supporting about a dozen smaller events a year through the autumn and spring.&lt;br /&gt;
&lt;br /&gt;
== What is Live-Action Roleplaying ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Live-action roleplaying&#039;&#039;&#039; (or &#039;&#039;&#039;LARP&#039;&#039;&#039;) is a form of collaborative storytelling, in which players take on the roles of heroes in a fantasy world and act out their stories. These &#039;&#039;&#039;player characters&#039;&#039;&#039; quest, scheme and strive, interacting with each other as well as with a variety of &#039;&#039;&#039;non-player characters&#039;&#039;&#039; – friends, foils and foes – played by members of staff (or other players volunteering a little of their time). Think of it as a huge game of &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;, where you get to dress up as your character.&lt;br /&gt;
&lt;br /&gt;
Scores of LARP events take place every year across the United Kingdom, most of them one-off events (or short campaigns lasting a few events) for just a few dozen players; the handful of &#039;&#039;&#039;fest&#039;&#039;&#039; games, like &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, are larger-scale events with hundreds of players organised into distinct factions, competing and collaborating to achieve their goals.&lt;br /&gt;
&lt;br /&gt;
The story runs continuously, with characters persisting from one event to the next (barring death or retirement) and stories unfolding over months or years. Characters in the game grow and develop over time, learning new skills and acquiring new powers, as well as forming friendships and alliances, accumulating experiences and earning titles and accolades.&lt;br /&gt;
&lt;br /&gt;
== LRP or LARP? ==&lt;br /&gt;
&lt;br /&gt;
Some people call it &#039;&#039;&#039;LRP&#039;&#039;&#039; (for &#039;&#039;&#039;live roleplaying&#039;&#039;&#039;), some call it &#039;&#039;&#039;LARP&#039;&#039;&#039; (for &#039;&#039;&#039;live-action roleplaying&#039;&#039;&#039;); some people have extremely strong opinions on the matter, and will give you detailed arguments why one is more self-evidently right than the other.&lt;br /&gt;
&lt;br /&gt;
We call it LARP, just because we had to choose one for consistency, but you can call it what you want – we’re more concerned with playing it than arguing about the name!&lt;br /&gt;
&lt;br /&gt;
== How Do I Get Started? ==&lt;br /&gt;
&lt;br /&gt;
For starters, read about [[The_World|the world]] of the game and familiarise yourself with the setting, the factions in the game, and some of the creatures you’ll meet on the way.&lt;br /&gt;
&lt;br /&gt;
Head over to [[Character Creation]] and start planning a character. You may have a group of friends you’re planning to attend with, or at least have a faction in mind to play in, which could inform the type of character you create. All of the factions have social media spaces, at least on Discord and Facebook; pay your prospective new home a visit and get to know them.&lt;br /&gt;
&lt;br /&gt;
Read [[the Rules]] of Play and the [[Combat]] rules and brush up on [[Calls]]. It’ll be useful to familiarise yourself with all the rules, eventually, but those three sections, plus whatever sections are relevant to your character’s skills, will be enough to get you started.&lt;br /&gt;
&lt;br /&gt;
Source yourself some costume and [[weapons]]. It can be daunting to get started putting your kit together, but some tips are listed in the sections below, and you may be able to borrow or scrounge stuff to start with.&lt;br /&gt;
&lt;br /&gt;
And then come along. Don’t worry about learning everything or feeling completely prepared; just have fun and you’ll figure the rest out. Welcome to this strange, silly, wonderful hobby!&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;&#039;character&#039;&#039;&#039; is your persona in the game. You’ll play as your character from &#039;&#039;&#039;time in&#039;&#039;&#039; to &#039;&#039;&#039;time out&#039;&#039;&#039; every day, pausing only to volunteer as a [[Monstering | monster]] or to take a break from play. Your character persists from one event to the next (barring death or retirement), forming friendships and enmities, earning titles and accolades, and learning new secrets and skills over time.&lt;br /&gt;
&lt;br /&gt;
You can have only one active character in the system at a time; once a character is retired, it is out of play (i.e. you may not switch back and forth between characters from event to event).&lt;br /&gt;
&lt;br /&gt;
===Concept===&lt;br /&gt;
&lt;br /&gt;
You can play any kind of character you want, as long as it fits into the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;. Every character in the game can be a hero, and you will walk among a host of those who live, fight and die together.&lt;br /&gt;
&lt;br /&gt;
In game terms, your character is chiefly defined by their [[skills]], which determine what they’re trained to do, but it can help to start with a sense of who they are. We call this a character’s &#039;&#039;&#039;concept&#039;&#039;&#039;: they could be a haughty duellist, for example, or a studious wizard, or glamorous courtier. You don’t have to start with a concept – feel free to jump ahead to the next section – but it can help to inspire you and to shape your choices.&lt;br /&gt;
&lt;br /&gt;
A concept is usually broad and simple, expressed in a few words. Players approach it in a variety of different ways.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Skills:&#039;&#039;&#039; Most players, inevitably, base their concept on the skills they want to pick: a pike-wielding soldier, a potion-stained alchemist, a master of the ritual circle, a skilled tracker, a body-hacking surgeon.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Role:&#039;&#039;&#039; Many players start from where they’ll fit in their group or faction (p. 00): a wealthy merchant, a courtly chatelaine, a devoted civil servant, a priest to a flock – or even a hardened criminal.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Motivation:&#039;&#039;&#039; For a lot of players, of course, it’s all about what drives their character: a power-hungry noble, a knight trying to rediscover their holy zeal, a perfectionist blacksmith, a rogue dedicated to chaos.&lt;br /&gt;
&lt;br /&gt;
There isn’t any one right way to come up with a character concept: you could take inspiration from a favourite book or historical figure, or start with your backstory and work forward – or even start with a costume. Whatever fires your imagination!&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
Most characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Creator:&#039;&#039;&#039; Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Magician:&#039;&#039;&#039; Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Scout:&#039;&#039;&#039; From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Warrior:&#039;&#039;&#039; Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.&lt;br /&gt;
&lt;br /&gt;
The four archetypes are described in more detail in the [[Archetypes]] chapter, along with the more advanced archetype skills associated with them, some advice for character creation, some example characters, and some common &#039;&#039;&#039;study paths&#039;&#039;&#039; for progression via [[Research]] and [[Training]].&lt;br /&gt;
&lt;br /&gt;
You can choose your archetype at character creation, but you don’t have to – you can get a feel for your character before choosing a path. You must, however, choose one before learning any archetype skills.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 character points&#039;&#039;&#039; to spend on [[General Skills|general]] and [[Archetypes|Archetypes]] skills ([[Creator Skills|Creator]], [[Magician Skills|Magician]], [[Scout Skills|Scout]] and [[Warrior Skills|Warrior]] skills). You don’t have to spend all your points up front; unspent points may be held back for later use (see [[Character Progression#Experience|Experience]]).&lt;br /&gt;
&lt;br /&gt;
===Changing Your Mind===&lt;br /&gt;
&lt;br /&gt;
It&#039;s entirely possible to find, after an event or two with a new character, that the archetype and skills you&#039;ve chosen don&#039;t seem to fit - or you want to go in a different direction, or you just don&#039;t find the skills fun - even though you want to keep playing the &#039;&#039;character&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Despair not! Any &#039;&#039;new&#039;&#039; character&#039;s archetype or skills can be tweaked, or completely discarded and re-chosen, until you spend character points gained through [[Character Progression#Experience|Experience]] after the character&#039;s &#039;&#039;second&#039;&#039; event. Once you&#039;ve spent those points, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character&#039;s skills after that point generally requires significant in character effort of some sort, including ritual transformation, although if you wish to change for &#039;&#039;&#039;out of character&#039;&#039;&#039; reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
By now you have a sketch of a character – at least a set of skills, and possibly a broad concept to hang them on. This is absolutely enough to jump into your first event! Many players prefer to develop their characters in play, filling out their motivations and backstory as they get a feel for who they are.&lt;br /&gt;
&lt;br /&gt;
Some players, on the other hand, like to dream up their character’s &#039;&#039;&#039;background&#039;&#039;&#039; – who they are, where they’re from, what life they lived before they joined the warband – before they start. Having a story adds depth and detail to the concept, and can help the character feel more real to you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
&#039;&#039;An armoured sword-and-shield fighter might be a pious knight of Albion, orphaned by war and raised by monks in a remote abbey, who feels out of place in worldly company, while an elemental spellcaster might be a learned druid of Caledonia, the eldest daughter of a tribal chief who refused to follow in her mother’s footsteps and fled to study the mysteries in the groves of the wise. Of course, not every character’s background has to be very grand or dramatic – there’s space in every warband for a humble pig-farmer who turns up to fight out of patriotic duty before heading home every winter to tend to his pigs.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Many characters belong to a &#039;&#039;&#039;group&#039;&#039;&#039; with a shared past, shaping their background, although always with the scope to have a unique story of their own.&lt;br /&gt;
&lt;br /&gt;
===Faction and Culture ===&lt;br /&gt;
&lt;br /&gt;
The most pertinent part of a character’s background is where they’re from: their &#039;&#039;&#039;faction&#039;&#039;&#039; is both the land your character calls home – although not necessarily where they were born – and the camp you’ll be based in at events. A faction is something like a nation, with political institutions,  shared religions and a shared identity; most are loosely based on historical real-world cultures, albeit with a fantasy twist.&lt;br /&gt;
&lt;br /&gt;
The current [[The Factions|factions]] are available to all players and every faction has a website and/or social media presence where prospective players can learn more about them and develop group and character ideas before turning up. Which isn’t to say you have to do homework before playing, but making contact with your intended home can help hit the ground running.&lt;br /&gt;
&lt;br /&gt;
Every faction is home to several &#039;&#039;&#039;cultures&#039;&#039;&#039; – kingdoms, regions, tribes or noble houses – with their own identity and institutions within the larger faction. Most of the factions foster a certain amount of friendly rivalry between cultures, to generate roleplay.&lt;br /&gt;
&lt;br /&gt;
Some cultures have not just distinctive identities, but characteristic appearances: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Example: &lt;br /&gt;
Horns and blue skin may be common in one community, while the neighbouring tribe are thickset and broad-shouldered, with full beards.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Of course, a character’s features may betray a mixed heritage – and not all children look wholly like their parents.&lt;br /&gt;
&lt;br /&gt;
Each culture in turn may consist of one or several player &#039;&#039;&#039;groups&#039;&#039;&#039; at events, each representing a family or clan, a military company, a trading house or gang or similar.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Your character might not believe in them but gods do exist and they can literally walk the earth. Your response to these giants of power and belief is your own. Some characters are loudly pious and devout, some more irreverent; some see the gods as merely very powerful spirits.&lt;br /&gt;
&lt;br /&gt;
Each faction has some sort of official religion, although plenty of groups – and individuals – have their own private faiths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Players are not permitted to practice any living, real-world faith in character, except for reconstructed historical European religions. You may draw &#039;&#039;&#039;inspiration&#039;&#039;&#039; from real-world religions, as long as you don’t use real names and terms, and as long as you mix elements and practices from different sources so as to obscure their origins.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
While many players find it easiest to play characters who are much like them – especially for sixteen hours a day, three or four days at a time – some enjoy the challenge of inhabiting a very different persona.&lt;br /&gt;
&lt;br /&gt;
Your character’s personality might be shaped by their skills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
A warrior might be taciturn and grim, while a scholar is verbose and enthusiastic and a thief is evasive and given to euphemisms. Or it could convey their social role or background: a courtier might be gracious and charming, or a priest stern but kind; the last survivor of a slaughtered village may be anxious and skittish, or filled with simmering rage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some players find a distinctive costume or make-up helps them find their character, or adopting a particular posture or gait – and many find an in-character style of speech helps. Accents are of course permitted, but players are asked to consider how they come across to others when choosing one; in particular, accents based on racist or otherwise offensive caricatures are unacceptable.&lt;br /&gt;
&lt;br /&gt;
===Goal===&lt;br /&gt;
&lt;br /&gt;
One way to develop a character and drive roleplay is to have an in-character goal. There is, of course, no official way to “win” &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039;, but players can absolutely create win conditions for themselves. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&lt;br /&gt;
A character may set out to be appointed governor of a Siberian city-state, or to lead Teutonia’s warband in battle; they may be seeking immortality as a vampire, or driven to find and kill the werewolf that mauled their brother.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Inevitably, your character will look more or less like you! But there are ways to make a character distinctive and recognisable.&lt;br /&gt;
&lt;br /&gt;
===Costume===&lt;br /&gt;
&lt;br /&gt;
Your character’s costume can say a lot about them: a vain noble might wear rich fabrics and jewellery, while a pauper scrabbles by in dirty rags; a hardy ranger will prefer rugged, practical garb, while a scholar or magician dresses in magisterial robes.&lt;br /&gt;
&lt;br /&gt;
Many factions have a definite flavour of dress.&lt;br /&gt;
&lt;br /&gt;
You may have more than one costume for your character, of course, if you can afford the investment – after all, in real life, people have more than one set of clothes. Weather at events can vary between swelteringly hot and cold and wet, and being able to add or remove layers while staying in character can be a lifesaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples: &lt;br /&gt;
The Norscans style themselves in furs and chain, while Estragaleans favour doublets and capes. A character’s group may even have a specific uniform, to clearly mark them as a member.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Make-Up===&lt;br /&gt;
&lt;br /&gt;
As in the real world, the people of the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; come in all forms and features; but being a &#039;&#039;magical&#039;&#039; world, that includes green or blue or purple skin, fur or scales (or bark, or stone!), spots or stripes, pointed ears or horns. Some features are more common than others, but almost anything that fits a living person in a fantasy setting is appropriate – but you should avoid looking like a demon, or undead, or any clearly supernatural or unliving creature.&lt;br /&gt;
&lt;br /&gt;
The following guidelines apply:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Prosthetics:&#039;&#039;&#039; Pointed or shaped ears, nose-ridges, horns, fangs, fur, feathers or scales, a wig, stick-on beard or sideburns, or any other fantasy-appropriate prosthetic features are permitted.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Patterns:&#039;&#039;&#039; Make-up may include a coloured stripe or flare over the eyes, painted forehead, dots, stripes or other patterns or any sort of partial cover.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Colours:&#039;&#039;&#039; If covering the whole face, make-up must use at least two colours, either to pattern or highlight, and the predominant colour may not be brown, black, yellow or red. We do not permit Blackface of any kind at any time in the game.&lt;br /&gt;
&lt;br /&gt;
Make-up can represent your character’s past as well as their heritage, of course: it’s a dangerous world, and some players incorporate scars, burns, plague spots, tattoos and other markers of a full life into their make-up.&lt;br /&gt;
&lt;br /&gt;
===Can I Play An Elf?===&lt;br /&gt;
&lt;br /&gt;
There are no “races” in the world of the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, only the immortal fae who once ruled the world, and the mortals who ultimately supplanted them. And now that the fae are all but gone, mortals are all that remain.&lt;br /&gt;
&lt;br /&gt;
It pleased the fae, in times past, to label mortals according to their features – to call all mortals with pointed ears “elves” or all those with green skin “goblins” – but now that the world is remade, mortals have seen the truth: that all mortals are one great family, and all are uniquely themselves.&lt;br /&gt;
&lt;br /&gt;
So the answer to the question “Can I play an elf?” is both yes and no: you can absolutely play someone with pointed ears, from a &#039;&#039;&#039;culture&#039;&#039;&#039; who share those features, live in the woods and love music and dancing, but those are markers of that community, not of a global “race” that can be neatly lumped under a single name. And not every member of that community necessarily looks, acts or feels like the stereotype, either.&lt;br /&gt;
&lt;br /&gt;
How you look, and what you call yourself, is up to you – but it doesn’t put you into a neat box, and it has no mechanical effect in the game.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
&lt;br /&gt;
Your character starts with whatever equipment they need for the skills they’ve chosen – all you have to do is bring some sort of props to represent them, known as physical representations (or phys reps). Props are available to buy from vendors on site at all main Curious Pastimes events, or can be sourced online or from charity shops; it may be possible, at first, to borrow items from faction commands or other players. &lt;br /&gt;
&lt;br /&gt;
Starting equipment should include:&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; You’ll need weapons to fight! LARP weapons must be constructed within strict guidelines, and are subject to rules regarding safe and appropriate use.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Armour:&#039;&#039;&#039; Any armour your character is wearing must be represented in your costume. Armour doesn’t have to be “real,” but should look the part. &lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Workspace:&#039;&#039;&#039; Creator skills all require some sort of workspace: a [[Crafting#Crafter’s Workshop|Crafter&#039;s Workshop]], a [[Surgery#Surgeon’s Bed|Surgeon&#039;s Bed]], an [[Alchemy#Laboratories|Alchemist’s Laboratory]].&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Tools:&#039;&#039;&#039; Various skills require tools for some or all of their functions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check skill descriptions for what props you will need for your character. All starting equipment is [[Equipment and Resources#Equipment Quality|standard quality]]&#039; and doesn’t need an [[Equipment and Resources#Item Tracking|item card]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;Examples:&#039;&#039;&lt;br /&gt;
*&#039;&#039;A Scoundrel uses a set of lockpicks to open locks, &lt;br /&gt;
*&#039;&#039;A Blacksmith might use pliers and a hammer to repair armour in the field, and &lt;br /&gt;
*&#039;&#039;A Surgeon might use scalpels and cauteries to patch up the wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Items===&lt;br /&gt;
&lt;br /&gt;
Your character may acquire special items in play with specific game effects, including higher-quality or enchanted equipment, potions or poisons or magical scrolls and trinkets. They may also collect consumables: crafting materials such as wood or metal, bandages and armour staples, alchemical ingredients such as herbs and venoms, or mystical ether. See [[Equipment and Resources]] for details.&lt;br /&gt;
&lt;br /&gt;
All such items and materials will be issued with [[Equipment and Resources#Item Tracking|item cards]] to record their existence and confirm any relevant effects.&lt;br /&gt;
&lt;br /&gt;
New characters do not start with any special items or consumables.&lt;br /&gt;
&lt;br /&gt;
===Income===&lt;br /&gt;
&lt;br /&gt;
By default, characters in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign do not receive any automatic income, whether in coin or otherwise. Players may receive an income at the beginning of every event by taking one or more levels of the [[Income]] and [[Resources]] skills.&lt;br /&gt;
&lt;br /&gt;
During time in, the skills [[Foraging]], [[Gathering]] and [[Scrounging]] allow the character to venture into the woods or the camps and find, collect or steal coin or resources each day. Results may vary from day to day – and there is always some risk associated with the effort.&lt;/div&gt;</summary>
		<author><name>Kate.bradford</name></author>
	</entry>
</feed>