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		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5958</id>
		<title>Calls</title>
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		<updated>2026-04-28T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Countering and resisting */&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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Strength, regardless of source, may not be called with a melee weapon shorter than 18 inches. Weapons such as daggers are too &lt;br /&gt;
short to convey the weight and force of a Strength blow convincingly or safely, and their use with this call is not permitted in combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target’s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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; id=&amp;quot;Magical and Mundane Damage Calls&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 [[Combat#Damage Immunity|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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target’s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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 [[#Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith’s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot “stack” them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk’s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire’s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist’s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect’s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target’s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || 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;
| &#039;&#039;Confusion&#039;&#039; || 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;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || 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|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
=== Delivering the effect ===&lt;br /&gt;
&lt;br /&gt;
Offensive touch effects should be delivered by making brief, deliberate physical contact with the target. Touch attacks should be exaggerated &lt;br /&gt;
and deliberate, and much slower than weapon blows — a good guideline is one touch attack every five seconds or so.&lt;br /&gt;
&lt;br /&gt;
Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
The effect occurs at the moment the caster makes the call. If the touch misses or is physically avoided, the effect fails and any associated  resources are spent.&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, where multiple monsters have offensive touch attacks, monsters may be briefed to deliver these effects using a &lt;br /&gt;
dagger or similar physrep rather than hand contact. Where this is the case, the physrep is treated as an extension of the monster&#039;s hand and &lt;br /&gt;
not as a weapon attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mass Calls==&lt;br /&gt;
&lt;br /&gt;
Some powerful attacks, 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; calls (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; calls (e.g. &#039;&#039;Mass Elemental Missile&#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 call 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;
==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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mundane&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] by a spellcaster, nor [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skill [[Fearlessness]], [[Iron Body]] or [[Iron Will]] as relevant. Relevant [[Combat#Immunity|&#039;&#039;&#039;immunities&#039;&#039;&#039;]] work as normal against mundane attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Irresistible&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be &#039;&#039;&#039;resisted&#039;&#039;&#039; or &#039;&#039;&#039;countered&#039;&#039;&#039; by any means. &#039;&#039;&#039;Immunity&#039;&#039;&#039; works as normal against irresistible attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Extended&#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;
|-&lt;br /&gt;
| &#039;&#039;Permanent&#039;&#039; || The named spell or effect will continue until removed. This generally only applies to [[Poison and Disease|poisons and diseases]] that need [[Poison and Disease#Curing Diseases and Poisons|purging or curing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Special Rules for Mundane Effects&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 &#039;&#039;Mundane Fumble&#039;&#039; attack that must be aimed at the arm, 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), but has still struck the target, 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;
The calls &#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; may be used, generally with another [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call, to convey an envenomed or infectious attack or the like, as follows:&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 &#039;&#039;&#039;[[Combat#Armour Hits|armour hits]]&#039;&#039;&#039;, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:* Poison and disease calls that hit an &#039;&#039;&#039;armoured&#039;&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have &#039;&#039;&#039;no effect&#039;&#039;&#039;.&lt;br /&gt;
:* All poisons can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skill [[Resist Poison]], and all diseases can be &#039;&#039;&#039;resisted&#039;&#039;&#039; with the skill [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
Once a blade is envenomed, the next blow with that weapon &#039;&#039;&#039;must&#039;&#039;&#039; be accompanied by the relevant &#039;&#039;Poison&#039;&#039; call (i.e. the attacker cannot normally choose when to call it). If it hits an &#039;&#039;&#039;armoured&#039;&#039;&#039; location, or is blocked or parried, the dose of poison is expended (per [[#Uses, Charges and Magic Points|&#039;&#039;Uses, Charges and Magic Points&#039;&#039;]]). However, if a poison attack misses altogether, the venom is &#039;&#039;&#039;not&#039;&#039;&#039; expended, and the attacker must call it again on the next blow.&lt;br /&gt;
&lt;br /&gt;
Poison calls cannot be [[#Stacking Calls|“stacked”]] with calls from any magical source.&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;
| &#039;&#039;Acid Kiss&#039;&#039; || Poison || This poison inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; to the location struck every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to any [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]] first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and [[Combat#Healing and Armour Repair|repaired]] as normal. Acid Kiss can be [[#Curing Poisons and Diseases|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;
| &#039;&#039;Bitter Kiss&#039;&#039; || Poison || Reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039; instantly, [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitating&#039;&#039;&#039;]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Corrupted Wound&#039;&#039; || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[#Curing Poisons and Diseases|cleaned or cured]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Disease&#039;&#039; [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Resist Disease]]. By default, diseases require [[#Curing Poisons and Diseases|curing]] to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Poison&#039;&#039; [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be &#039;&#039;&#039;resisted&#039;&#039;&#039; by the skill [[Resist Poison]]. Unless accompanied by the call [[#Special Modifiers|&#039;&#039;Permanent&#039;&#039;]], the poison does &#039;&#039;not&#039;&#039; require purging, but elapses in the usual timescale for the effect call (although it may be [[#Curing Poisons and Diseases|purged]] to end the effects early). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More complex poisons do not use calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
&lt;br /&gt;
====Curing Poisons and Diseases====&lt;br /&gt;
&lt;br /&gt;
Poisons accompanied by the call &#039;&#039;[[#Special Modifiers|Permanent]]&#039;&#039;, and all diseases, must first be [[Poison and Disease#Curing Diseases and Poisons|cured or cleaned]] before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured 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;
==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;
| &#039;&#039;Countermagic&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; spell (or equivalent magical effect) is [[Combat#Resistance|prevented from occurring]]. If called against a &#039;&#039;&#039;[[#Mass Calls|mass]]&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Greater Countermagic&#039;&#039; || The indicated &#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;
| &#039;&#039;Nullify&#039;&#039; || The indicated &#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;
| &#039;&#039;Resist&#039;&#039; || The character calling this defence [[Combat#Resistance|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;
| &#039;&#039;No Effect&#039;&#039; || The character calling this defence is [[Combat#Immunity|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. Against a melee attack, this usually indicates that the attack caused no visible injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Defence Calls====&lt;br /&gt;
&lt;br /&gt;
Some spells and abilities, e.g. the skills [[Diamond Body]] or [[Defend Others]], have slightly different effects and require characters to call the names of the abilities they are using as an aid to referees. Most are not listed here as they do not require anyone &#039;&#039;else&#039;&#039; on the field to react any differently, but the following two are noted.&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;
| &#039;&#039;Defend Others&#039;&#039; || 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 &#039;&#039;&#039;not&#039;&#039;&#039; [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Reflect&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a [[#Mass Calls|&#039;&#039;&#039;mass&#039;&#039;&#039;]] spell or effect, only the effect on the character calling this defence is reflected.&lt;br /&gt;
|}&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. Note that while these effects may be phrased in general or descriptive terms, they should still be followed just as you would a standard call.&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.”&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.”&lt;br /&gt;
&lt;br /&gt;
Some effects without calls can still be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]]; in the first example above, for instance, [[Iron Will]] may protect you, while the second example may be resistible with [[Iron Body]]. Please ask the attending referee if you think a particular skill or effect my apply.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Skills_List&amp;diff=5957</id>
		<title>Skills List</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Skills_List&amp;diff=5957"/>
		<updated>2026-04-28T18:55:26Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Politician */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All standard skills can be chosen at [[Character Creation|character creation]] or [[Character Progression|learned later on]], provided the character meets the prerequisites and has not reached their [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
Skill descriptions include the following details:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Type:&#039;&#039;&#039; There are two broad levels of skill: &#039;&#039;&#039;[[#General Skills|general skills]]&#039;&#039;&#039;, which anyone can learn at any time, and &#039;&#039;&#039;archetype skills&#039;&#039;&#039;, which are specific to one or more of the four archetypes: [[#Creator Skills|creator]], [[#Magician Skills|magician]], [[#Scout Skills|scout]] and [[#Warrior Skills|warrior]]. Characters can learn skills outside their own archetype, but are limited in how many points they can spend on them.&lt;br /&gt;
:* &#039;&#039;&#039;Use:&#039;&#039;&#039; Not every skill can be used equally readily. Some skills are &#039;&#039;&#039;permanent&#039;&#039;&#039; and constantly active; some need to be activated, but can be used &#039;&#039;&#039;at will&#039;&#039;&#039;; some can be used &#039;&#039;&#039;once per day&#039;&#039;&#039; or &#039;&#039;&#039;twice per day&#039;&#039;&#039;. Some cost &#039;&#039;&#039;[[Character_Creation#Magic_Points,_Stamina_and_Work_Units|stamina points]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Magic#Magic Points|magic points]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Creation#Work Units|work units]]&#039;&#039;&#039; to use, instead of having a specified number of uses; the number of points a character receives per day is partly based on the number of these skills they know.&lt;br /&gt;
:* &#039;&#039;&#039;Cost:&#039;&#039;&#039; The cost in &#039;&#039;&#039;experience points&#039;&#039;&#039; to choose the skill at [[Character Creation#Skills|character creation]] or through [[Character Progression#Experience|experience]]. Skills can alternatively be [[Training|trained]] at a cost in [[Character Progression#Study Units|study units]], which does not cost experience, but the point value is still added to the character&#039;s total, counting against their [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
:* &#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Most archetype skills have other skills as &#039;&#039;&#039;prerequisites&#039;&#039;&#039;, or are limited to characters from that archetype (they cannot be learned as [[Character Creation#Cross-Archetype Skills|cross-archetype skills]]). Some have multiple prerequisites (such as [[Demonology]], which requires both [[Elemental Spellcasting]] &#039;&#039;and&#039;&#039; [[Spiritual Spellcasting]]), while some have alternative prerequisites (such as [[Chameleon]], which requires knowledge of either [[Ranger]] &#039;&#039;or&#039;&#039; [[Scoundrel]]).&lt;br /&gt;
:* &#039;&#039;&#039;Progression:&#039;&#039;&#039; Many skills are, in turn, prerequisites for other skills, listed here for reference.&lt;br /&gt;
&lt;br /&gt;
Note that some skills (marked here with a *) require absolute focus. Any character can know at most &#039;&#039;&#039;one&#039;&#039;&#039; of these skills.&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 [[Character Progression#Points Cap|points cap]].&lt;br /&gt;
&lt;br /&gt;
{{General Skills}}&lt;br /&gt;
&lt;br /&gt;
==Creator Skills==&lt;br /&gt;
&lt;br /&gt;
No character can learn more than one Pinnacle skill (marked with * below).&lt;br /&gt;
&lt;br /&gt;
Note that most of these skills cost (and provide) [[Creation#Work Units|Work Units]].&lt;br /&gt;
&lt;br /&gt;
=== Alchemist ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Alchemist]] || 6 || None || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Apothecary]] || 6 || [[Alchemist]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Imbuer]] || 6 || [[Alchemist]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoner]] || 6 || [[Alchemist]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Alchemical Analysis]] || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Amalgams]] || 6 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Concoction]]* || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Antidotes]] || 6 || Creator Archetype and [[Poisoner]] || Work Units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artisan ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Artisan]] || 4 || None || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Artist]] || 3 || [[Artisan]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Carpenter]] || 3 || [[Artisan]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Glassblower]] || 3 || [[Artisan]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || 3 || [[Artisan]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Tailor]] || 3 || [[Artisan]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Jury Rig]]* || 8 || Any 3 Artisan skills || Work Units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blacksmith ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacksmith]] || 4 || None || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Armourer]] || 5 || [[Blacksmith]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Ironmonger]] || 5 || [[Blacksmith]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmith]] || 5 || [[Blacksmith]] || Work Units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Jeweller ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Jeweller]] || 4 || None || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Goldsmith]] || 5 || [[Jeweller]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanician]] || 5 || [[Jeweller]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Gemsmith]]* || 8 || [[Jeweller]] and Creator Archetype || Work Units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Surgeon ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || 6 || None || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Anatomist]] || 3 || [[Surgeon]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Field Surgery]] || 6 || [[Surgeon]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Physician]] || 6 || [[Surgeon]] || Work Units&lt;br /&gt;
|-&lt;br /&gt;
| [[Tattooist]] || 6 || [[Surgeon]] || Work Units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Creator&#039;s Insight]] || 5 || Creator Archetype || Twice per day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Work Units ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra Work Units]] || 1 per point || Any Work Units skill || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This is a General skill. Maximum total work units: 15 (non-Creator) or 25 (Creator primary archetype).&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any character may have a maximum of 3 immunities in total. Available to both Creator and Scout archetypes.&lt;br /&gt;
&lt;br /&gt;
==Magician Skills==&lt;br /&gt;
&lt;br /&gt;
No character can learn more than one Pinnacle skill (marked with * below).&lt;br /&gt;
&lt;br /&gt;
Note that most of these skills cost (and provide) [[Magic#Magic Points|Magic Points]].&lt;br /&gt;
&lt;br /&gt;
=== Corporeal Sorcery ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Corporeal Spellcasting]] || 8 || [[Corporeal Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Reinforcement]] || 8 || Magician Archetype and [[Greater Corporeal Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Resistance]] || 8 || Magician Archetype and [[Greater Corporeal Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Corporeal Spellcasting]]* || 12 || Magician Archetype and [[Greater Corporeal Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Fast Healing]] || 8 || Magician Archetype and [[Greater Corporeal Spellcasting]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Sorcery ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Elemental Spellcasting]] || 8 || [[Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Elemental Spellcasting]]* || 12 || Magician Archetype and [[Greater Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Air]] || 6 || Magician Archetype and [[Greater Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Earth]] || 6 || Magician Archetype and [[Greater Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Fire]] || 8 || Magician Archetype and [[Greater Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Water]] || 4 || Magician Archetype and [[Greater Elemental Spellcasting]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Sorcery ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Spiritual Spellcasting]] || 8 || [[Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Blessing of Chance]] || 8 || Magician Archetype and [[Greater Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Spiritual Spellcasting]]* || 12 || Magician Archetype and [[Greater Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Unbreakable Will]] || 8 || Magician Archetype and [[Greater Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Oracle]] || 4 || [[Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Demonology ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonology]] || 8 || [[Elemental Spellcasting]] and [[Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonic Insight]] || 5 || Magician Archetype and [[Demonology]] || Twice per day&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Demonology]]* || 12 || Magician Archetype and [[Demonology]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancy]] || 8 || [[Corporeal Spellcasting]] and [[Spiritual Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Necromancy]]* || 12 || Magician Archetype and [[Necromancy]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thaumaturgy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Thaumaturgy]] || 8 || [[Corporeal Spellcasting]] and [[Elemental Spellcasting]] || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Thaumaturgy]]* || 12 || Magician Archetype and [[Thaumaturgy]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Invocation ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Charm Invocation]] || 5 || Any spellcasting skill || Magic points&lt;br /&gt;
|-&lt;br /&gt;
| [[Talisman Invocation]] || 5 || Magician Archetype and [[Charm Invocation]] || Magic points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ritual Magic ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Ritual Magic]] || 6 || [[Ritual Magic]] || At will&lt;br /&gt;
|-&lt;br /&gt;
| [[Higher Ritual Magic]] || 8 || Magician Archetype and [[Greater Ritual Magic]] || At will&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Magic Points ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra Magic Points]] || 1-10 || Any Magic Points skill || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Maximum total magic points: 15 (non-Magician) or 30 (Magician primary archetype).&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Mind Effect|Immune to [Mind Effect]]] || 6 || [[Iron Will]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Exalted Magic]] || 8 || [[Resist Magic]] || Once per day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any character may have a maximum of 3 immunities in total.&lt;br /&gt;
&lt;br /&gt;
==Scout Skills==&lt;br /&gt;
&lt;br /&gt;
No character can learn more than one Pinnacle skill (marked with * below).&lt;br /&gt;
&lt;br /&gt;
=== Combat Engineer ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Device Proficiency]] || 5 || [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Sapper]] || 5 || [[Device Proficiency]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || 6 || [[Ranger]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege Weapons]] || 4 || [[Projectile Weapons]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege Engineer]] || 6 || [[Siege Weapons]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Politician ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlefield Insight]] || 6 || [[Intuition]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Detect Lies]] || 6 || [[Intuition]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Diplomat&#039;s Insight]] || 6 || [[Intuition]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Friendly Face]] || 8 || [[Diplomat&#039;s Insight]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver Tongue]]* || 8 || [[Diplomat&#039;s Insight]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Subterfuge]] || 5 || [[Scoundrel]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rogue ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Move in Cover]] || 10 || [[Chameleon]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Device Proficiency]] || 5 || [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Saboteur]] || 8 || [[Device Proficiency]] and [[Sense Magic]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Subterfuge]] || 5 || [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrapper]] || 6 || [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Poison Aptitude]] || 6 || [[Scrapper]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Maverick]]* || 12 || [[Scrapper]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodcraft ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Beast Empathy]] || 6 || [[Ranger]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Beast Command]] || 8 || [[Beast Empathy]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Chameleon]] || 6 || [[Ranger]] or [[Scoundrel]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Move in Cover]] || 10 || [[Chameleon]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracking Proficiency]] || 5 || [[Ranger]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Pathfinder]] || 8 || [[Tracking Proficiency]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || 6 || [[Ranger]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter&#039;s Insight]] || 8 || [[Ranger]] and [[Intuition]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunter&#039;s Mark]]* || 12 || [[Hunter&#039;s Insight]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Harrier]] || 6 || [[Ranger]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Talon]]* || 12 || [[Harrier]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Armour]] || 2 || [[Light Armour]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Stamina ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra Stamina]] || 1 per point || Any Stamina skill || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Maximum total stamina: 15 (non-Warrior/Scout) or 30 (Warrior or Scout primary archetype).&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Body Effect|Immune to [Body Effect]]] || 6 || [[Iron Body]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any character may have a maximum of 3 immunities in total.&lt;br /&gt;
&lt;br /&gt;
==Warrior Skills==&lt;br /&gt;
&lt;br /&gt;
No character can learn more than one Pinnacle skill (marked with * below).&lt;br /&gt;
&lt;br /&gt;
=== Berserker ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Body Development]] || 6 || [[Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Exceptional Body Development]] || 10 || Warrior Archetype and [[Greater Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Swift Recovery]] || 6 || Warrior Archetype and [[Greater Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Heroic Charge]] || 6 || [[Fearlessness]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Berserker]]* || 12 || Warrior Archetype and [[Heroic Charge]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Carry Others]] || 6 || [[Body Development]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Restrain Others]] || 8 || Warrior Archetype and [[Carry Others]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Body Development]] || 6 || [[Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Exceptional Body Development]] || 10 || Warrior Archetype and [[Greater Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Swift Recovery]] || 6 || Warrior Archetype and [[Greater Body Development]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Breaker]] || 6 || [[Body Development]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Juggernaut]]* || 12 || Warrior Archetype, [[Breaker]] and [[Greater Body Development]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defender ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour Proficiency]] || 6 || [[Light Armour]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Through Defence]] || 8 || Warrior Archetype and [[Armour Proficiency]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Carry Others]] || 6 || [[Body Development]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Restrain Others]] || 8 || Warrior Archetype and [[Carry Others]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Defender]] || 6 || [[Small Shield]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Stalwart]]* || 12 || Warrior Archetype, [[Great Shield]], [[Body Development]] and [[Defender]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Duellist ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour Proficiency]] || 6 || [[Light Armour]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Through Defence]] || 8 || Warrior Archetype and [[Armour Proficiency]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Duellist]] || 6 || [[Small Shield]] or [[Two Weapons]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Aficionado]]* || 12 || Warrior Archetype and [[Duellist]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Leader ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlefield Insight]] || 5 || [[Intuition]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Strategic Insight]] || 6 || Warrior Archetype and [[Battlefield Insight]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Inspiration]] || 6 || [[Iron Will]] or [[Fearlessness]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Rallying Cry]]* || 12 || Warrior Archetype and [[Inspiration]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Magical Warrior ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Armoured Caster]] || 8 || [[Light Armour]] and any spellcasting skill || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Arcane Champion]]* || 12 || Warrior Archetype and [[Armoured Caster]] || Stamina&lt;br /&gt;
|-&lt;br /&gt;
| [[Armour Proficiency]] || 6 || [[Light Armour]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Through Defence]] || 8 || Warrior Archetype and [[Armour Proficiency]] || Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Armour]] || 2 || [[Light Armour]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy Armour]] || 2 || [[Medium Armour]] || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Stamina ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisite !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Extra Stamina]] || 1 per point || Any Stamina skill || Permanent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Maximum total stamina: 15 (non-Warrior/Scout) or 30 (Warrior or Scout primary archetype).&lt;br /&gt;
&lt;br /&gt;
=== Resistances ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Points Cost !! Prerequisites !! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Fear]] || 6 || [[Fearlessness]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Immune to Body Effect|Immune to [Body Effect]]] || 6 || [[Iron Body]] || Permanent&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Exalted Magic]] || 8 || [[Resist Magic]] || Once per day&lt;br /&gt;
|-&lt;br /&gt;
| [[Resist Terror]] || 6 || [[Fearlessness]] and Warrior Archetype || Once per day&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any character may have a maximum of 3 immunities in total.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Battlefield_Insight&amp;diff=5956</id>
		<title>Battlefield Insight</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Battlefield_Insight&amp;diff=5956"/>
		<updated>2026-04-28T18:54:55Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Battlefield Insight&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Intuition]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words|| Archetype / Warrior / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character is skilled in reading and predicting their enemies&#039; movements on the ground. &lt;br /&gt;
&lt;br /&gt;
For a cost of &#039;&#039;&#039;3 stamina&#039;&#039;&#039;, and after spending &#039;&#039;&#039;at least two minutes&#039;&#039;&#039; studying a battle or skirmish in progress, or a visible military position or hostile force, the player may tell a referee what they have observed and what intelligence they have gathered, and then ask one question about the enemy&#039;s tactics or disposition of troops.&lt;br /&gt;
&lt;br /&gt;
The level of detail in the answer depends on the conditions of the battlefield, the quality of the character’s intelligence and observations, and the availability of information (e.g. if the battle is chaotic enough, the enemy commander may not know &#039;&#039;themselves&#039;&#039; what they are going to do next!).&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;[[Information Gathering]]&#039;&#039; for more on information-gathering skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Strategic Insight]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5955</id>
		<title>Talon</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5955"/>
		<updated>2026-04-28T17:30:15Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Talon*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Harrier]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character has trained in precision combat techniques aimed at incapacitating their enemies. This skill gives access to the following abilities:&lt;br /&gt;
* For &#039;&#039;&#039;10 stamina&#039;&#039;&#039; per use, call Mundane [[Paralysis]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;5 stamina&#039;&#039;&#039; per use, call Mundane [[Wounding]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;2 stamina&#039;&#039;&#039; per use, call Mundane [[Distract]] against a single target within 10m (30&#039;) of the character. For 30 seconds, the target is unable to see or hear the character, even if they are in full view for 30 seconds, provided they do not come within 3m (10&#039;) of the subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5954</id>
		<title>Scrapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5954"/>
		<updated>2026-04-28T17:24:58Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Scrapper&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Scoundrel]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || Gives access to the following abilities, each of which have a stamina cost:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Through&#039;&#039;&#039; - &#039;&#039;&#039; 1 stamina.&#039;&#039;&#039; The ability to call [[Calls|Through]] when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Confusion]]&amp;quot; when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mundane Flare&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Flare]]&amp;quot; as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Maverick]], [[Poison Aptitude]]&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5953</id>
		<title>Scrapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5953"/>
		<updated>2026-04-28T11:57:20Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Scrapper&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Scoundrel]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || Gives access to the following abilities, each of which have a stamina cost:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Through&#039;&#039;&#039; - &#039;&#039;&#039; 2 stamina.&#039;&#039;&#039; The ability to call [[Calls|Through]] when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Confusion]]&amp;quot; when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mundane Flare&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Flare]]&amp;quot; as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Maverick]], [[Poison Aptitude]]&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Aegis&amp;diff=5952</id>
		<title>Aegis</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Aegis&amp;diff=5952"/>
		<updated>2026-04-28T11:55:54Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Aegis&lt;br /&gt;
|-&lt;br /&gt;
| Vocals || &amp;quot;By my exalted might, I call upon the powers of Life, the Elements and Spirit to ward me from that blow – Aegis&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Call || Aegis&lt;br /&gt;
|-&lt;br /&gt;
| Range || Self&lt;br /&gt;
|-&lt;br /&gt;
| Duration || Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| Cost || &#039;&#039;&#039;10 magic points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Exalted / Fundamental / Combat&lt;br /&gt;
|-&lt;br /&gt;
| Description || This is a reactive spell which negates the effect element of one incoming exalted magical melee damage call ([[Calls#Smite|Smite]] or [[Calls#Fatal|Fatal]]). The attack must have a magical damage type ([[Calls#Damage Type|Corporeal, Elemental, Spirit, or Artefact]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The character still takes &#039;&#039;&#039;one point of damage&#039;&#039;&#039; from the magical source; only the exalted effect is negated.&lt;br /&gt;
&lt;br /&gt;
This spell has no effect on mundane damage, ranged attacks, arrows, or the calls [[Calls#Missile|Missile]] or [[Calls#Bolt|Bolt]].&lt;br /&gt;
|-&lt;br /&gt;
| Skills || [[Exalted Corporeal Spellcasting]], [[Exalted Elemental Spellcasting]], [[Exalted Spiritual Spellcasting]], [[Exalted Demonology]], [[Exalted Necromancy]], [[Exalted Thaumaturgy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Spell List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Arcane_Shield&amp;diff=5951</id>
		<title>Arcane Shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Arcane_Shield&amp;diff=5951"/>
		<updated>2026-04-28T11:54:28Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Arcane Shield&lt;br /&gt;
|-&lt;br /&gt;
| Vocals || &amp;quot;By my power and the powers of Life, the Elements and Spirit, I shield myself from harm – Arcane Shield&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Call || Arcane Shield&lt;br /&gt;
|-&lt;br /&gt;
| Range || Self&lt;br /&gt;
|-&lt;br /&gt;
| Duration || Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
| Cost || &#039;&#039;&#039;2 magic points&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Greater / Fundamental / Combat&lt;br /&gt;
|-&lt;br /&gt;
| Description || This is a reactive spell which negates the effect element of one incoming greater magical melee damage call ([[Calls#Through|Through]], [[Calls#Crush|Crush]], or [[Calls#Wounding|Wounding]]). The attack must have a magical damage type ([[Calls#Damage Type|Corporeal, Elemental, Spirit, or Artefact]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The character still takes &#039;&#039;&#039;one point of damage&#039;&#039;&#039; from the magical source; only the greater effect is negated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This spell has no effect on mundane damage, ranged attacks, arrows, or the calls [[Calls#Missile|Missile]] or [[Calls#Bolt|Bolt]].&lt;br /&gt;
|-&lt;br /&gt;
| Skills || [[Greater Corporeal Spellcasting]], [[Greater Elemental Spellcasting]], [[Greater Spiritual Spellcasting]], [[Demonology|Demonology, ]][[Necromancy|Necromancy, ]][[Thaumaturgy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Spell List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Crafting&amp;diff=5950</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Crafting&amp;diff=5950"/>
		<updated>2026-04-28T08:38:20Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Repair Kits */&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Superior Items Deprecated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All superior quality items have been deprecated. Existing superior items will be treated as [[Equipment and Resources#Equipment Quality|mastercrafted]] and can be maintained as mastercrafted items using [[#Repair Kits|repair kits]]. All undated superior items will expire in May 2028 by default.&lt;br /&gt;
&lt;br /&gt;
The exception to this is Superior Workshops and Laboratories, which have been reclassified to &#039;&#039;&#039;Mastercrafted Adept&#039;&#039;&#039; versions. See [[#Workshop Quality|Workshop Quality]] for details. These items will be assumed to be the updated Mastercrafted Adept version but will require swapping out at GOD by the end of 2026. &lt;br /&gt;
|}&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|mastercrafted 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;[[Artist]]:&#039;&#039;&#039; An artist can craft mastercrafted items from stone, clay, or other artistic media.&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|mastercrafted 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. They can [[Combat#Healing and Armour Repair|repair]] any armour, even if they don&#039;t have the skill to wear it; with [[#Repair Kits|repair kits]], they can do so in a fraction of the time.&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.&lt;br /&gt;
:* &#039;&#039;&#039;[[Ironmonger]]:&#039;&#039;&#039; An ironmonger can craft mastercrafted items made of metal (not jewellery metal) other than weapons and armour, and mastercrafted tools of all sorts.&lt;br /&gt;
:* &#039;&#039;&#039;[[Weaponsmith]]:&#039;&#039;&#039; A weaponsmith can craft mastercrafted weapons.&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|mastercrafted 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;[[Gemsmith]]:&#039;&#039;&#039; A gemsmith can [[Gemsmithing#Gem Cleansing|cleanse]], [[Gemsmithing#Gem Cutting|cut]] and [[Gemsmithing#Gem Etching|etch seals]] into gems, unlocking and focusing their magical potential. See [[Gemsmithing]] for full details.&lt;br /&gt;
:*&#039;&#039;&#039;[[Goldsmith]]:&#039;&#039;&#039; A goldsmith can craft mastercrafted jewellery.&lt;br /&gt;
:*&#039;&#039;&#039;[[Mechanician]]:&#039;&#039;&#039; A mechanician can craft mastercrafted locks, 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&#039; 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&#039;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&#039;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]], and is examining a suit of mastercrafted armour hardened to resist the call &#039;&#039;Through&#039;&#039; three times per day. She knows it&#039;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&#039;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;Mastercrafted Adept&#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&#039;s laboratory]], an artisan&#039;s workshop, a blacksmith&#039;s forge, a jeweller&#039;s bench or a [[Surgery#Surgeon&#039;s Bed|surgeon&#039;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&#039;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&#039;s wheels, crucibles and blow irons, needles and thread, looms, frames and shuttles.&lt;br /&gt;
:*&#039;&#039;&#039;Blacksmith&#039;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&#039;s Bench:&#039;&#039;&#039; Tools and fixtures for a Jeweller&#039;s bench include hammers, pliers, vices and dowels, crucibles and moulds and Jeweller&#039;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. no sharp blades, saws or needles or delicate glass vessels. &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&#039;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]] and allows them to conduct [[Research|research]]. 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 GOD, or 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;Note:&#039;&#039;&#039; A character may only benefit from a single workshop in each profession, but may configure more than one workshop.&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. This level of workshop allows research up to [[Research|novice]] complexity. &lt;br /&gt;
*&#039;&#039;&#039;Mastercrafted Adept:&#039;&#039;&#039; Once configured by its owner, a Mastercrafted Adept workshop allows research up to [[Research#Skill_Level|adept]] complexity, and grants the owner 3 bonus work units per day.&lt;br /&gt;
*&#039;&#039;&#039;Mastercrafted Expert:&#039;&#039;&#039; Once configured by its owner, a Mastercrafted Expert workshop allows research at [[Research#Skill_Level|any complexity]], and grants the owner 6 bonus work units per day. Additionally, this workshop can optionally be equipped with specialised tools that may provide additional benefits.&lt;br /&gt;
Note: Bonus work units from workshops may only be used for the specified profession and each bonus work unit used must be accompanied by 1 work unit from the creator&#039;s work unit pool.&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. See [[Theft, Assassination and Interrogation|Theft rules]] for further detail.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Workshop !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Adept Artisan&#039;s Workshop || [[Artisan]] || 2 metal (H), 5 metal (O), 2 wood (O), 7 charcoal, 2 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert Artisan&#039;s Workshop || [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Artist]] or [[Tailor]] || 9 metal (H), 2 wood (O), 9 charcoal, 2 oil || 70&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Adept Blacksmith&#039;s Forge || [[Blacksmith]] || 2 metal (H), 5 metal (O), 2 wood (O), 7 charcoal, 2 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert Blacksmith&#039;s Forge || [[Armourer]] or [[Weaponsmith]] || 9 metal (H), 2 wood (O), 9 charcoal, 2 oil || 70&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Adept Jeweller&#039;s Bench || [[Jeweller]] || 2 metal (H), 3 metal (O), 2 glass (O), 2 wood (O), 7 charcoal, 2 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert Jeweller&#039;s Bench || [[Gemsmithing]], [[Goldsmith]] or [[Mechanician]] || 6 metal (H), 2 glass (H), 3 glass (O), 2 wood (O), 11 charcoal, 2 oil || 70&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Adept Alchemist&#039;s Laboratory || [[Artisan]] || 2 metal (H), 4 glass (H), 2 wood (O), 6 charcoal, 2 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert Alchemist&#039;s Laboratory || [[Glassblower]] || 3 metal (H), 6 glass (H), 2 wood (O), 9 charcoal, 2 oil || 70&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Adept Surgeon&#039;s Bed || [[Artisan]] || 1 metal (H), 3 metal (O), 3 cloth (O), 2 wood (O), 4 charcoal, 2 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert Surgeon&#039;s Bed || [[Carpenter]] or [[Tailor]] || 6 metal (H), 3 cloth (O), 2 wood (O), 6 charcoal, 2 oil || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Upgrading a Workshop====&lt;br /&gt;
&lt;br /&gt;
Mastercrafted Adept workshops can be &#039;&#039;&#039;upgraded&#039;&#039;&#039; to Mastercrafted Expert at the following costs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Workshops !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert alchemist&#039;s laboratory || [[Glassblower]] || 1 Mastercrafted Adept alchemist&#039;s laboratory, 3 glass (H), 1 metal (H), 1 wood (O), 4 Charcoal, 1 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert artisan&#039;s workshop || [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Artist]] or [[Tailor]] || 1 Mastercrafted Adept artisan&#039;s workshop, 7 metal (H), 1 wood (O), 7 Charcoal, 1 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert blacksmith&#039;s forge || [[Armourer]], [[Ironmonger]] or [[Weaponsmith]] || 1 Mastercrafted Adept blacksmith&#039;s forge, 7 metal (H), 1 wood (O), 7 Charcoal, 1 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert jeweller&#039;s bench || [[Gemsmith]], [[Goldsmith]] or [[Mechanician]] || 1 Mastercrafted Adept jeweller&#039;s bench, 4 metal (H), 2 glass (H), 2 glass (O), 1 wood (O), 8 Charcoal, 1 oil || 40&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted Expert surgeon&#039;s bed || [[Carpenter]] or [[Tailor]] || 1 Mastercrafted Adept surgeon&#039;s bed, 5 metal (H), 1 cloth (O), 1 wood (O), 5 Charcoal, 1 oil || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
&lt;br /&gt;
By default, a crafter&#039;s tools don&#039;t receive separate item cards from their workshop; in game terms, the tools are part of the workshop. That said, some of a crafter&#039;s actions can be performed away from their workshop, e.g. a [[Blacksmith]] can repair armour in the field with [[#Repair Kits|repair kits]], 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 may make separate [[Crafting Designs#Tools|high quality tools]], if wished (e.g. so that they can be enchanted). By default, this has no mechanical effect when using a workshop, but with [[Research|research]], special tools may grant specific benefits. All crafters can make their own tools; the [[Ironmonger]] skill grants knowledge of all tools.&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 two 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;
&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; id=&amp;quot;Rarity&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&#039;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;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Characters may not choose specific-colour gems with the Resources skill. They must specify &#039;&#039;&#039;agates&#039;&#039;&#039;, &#039;&#039;&#039;topazes&#039;&#039;&#039; or &#039;&#039;&#039;quartzes&#039;&#039;&#039;, but will receive random-coloured gems of that type each event.&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;
Note that refining cold iron ore and platinum ore are both specialised tasks requiring [[Research|research]].&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;
====Wire====&lt;br /&gt;
&lt;br /&gt;
Some crafting designs and surgical procedures call for &#039;&#039;&#039;wire&#039;&#039;&#039;, which crafters can make as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Material !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Metal wire (for 3) || [[Blacksmith]] or [[Jeweller]] || 1 metal (H), 1 charcoal || 1&lt;br /&gt;
|-&lt;br /&gt;
| Jewellery metal wire (for 3) || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes e.g. lead, nickel, tin, copper, silver or gold.&lt;br /&gt;
&lt;br /&gt;
====Gemstones====&lt;br /&gt;
&lt;br /&gt;
Jewellers can work with gems in several ways. When gathered in the wild, gems start out &#039;&#039;&#039;cloudy&#039;&#039;&#039;, with mixed colours. The [[Gemsmith]] skill allows the jeweller to &#039;&#039;&#039;cleanse&#039;&#039;&#039; stones to simplify their colours, &#039;&#039;&#039;cut&#039;&#039;&#039; them to unlock their magical potential, and &#039;&#039;&#039;etch seals&#039;&#039;&#039; into them to attune them to specific effects.&lt;br /&gt;
&lt;br /&gt;
See [[Gemsmithing]] for full details on gem cleansing, cutting, etching and setting.&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&#039; 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&#039;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;
====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 for the purposes of production. 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&#039;s total. The apprentice cannot contribute more work units (&#039;&#039;after&#039;&#039; halving) than the crafter.====Crafting Research====&lt;br /&gt;
&lt;br /&gt;
Crafters can [[Research|research]] new designs, techniques and processes to expand their capabilities. For details on the &#039;&#039;&#039;Artisan&#039;&#039;&#039;, &#039;&#039;&#039;Blacksmith&#039;&#039;&#039; and &#039;&#039;&#039;Jeweller&#039;&#039;&#039; study paths and their sub-paths, see [[Creator#Creator Study Paths|Creator Study Paths]].&lt;br /&gt;
&lt;br /&gt;
Research requires a &#039;&#039;&#039;[[#Workshop Quality|Mastercrafted Adept]]&#039;&#039;&#039; or higher quality workshop. [[Creator|Creators]] have additional research benefits; see [[Creator#Creator Research|Creator Research]] for details.&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, 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 using [[#Repair Kits|repair kits]], 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&#039;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&#039;s appearance, colour or other details, which will be recorded on the item card. Any crafter may add a &amp;quot;maker&#039;s mark&amp;quot; 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&#039;s mark. A crafter&#039;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 costs listed under &#039;&#039;[[Crafting Designs]]&#039;&#039; reflect the &#039;&#039;&#039;minimum&#039;&#039;&#039; 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&#039;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. Material costs vary depending on how the item is embellished, but the &#039;&#039;&#039;[[Creation#Work Units|work unit]]&#039;&#039;&#039; cost of an ornate item is always &#039;&#039;&#039;1.5× the base cost&#039;&#039;&#039; of the item.&lt;br /&gt;
&lt;br /&gt;
When making an ornate item, the crafter describes the embellishments they wish to add and discusses costs with the crafting referee. An ornate item&#039;s extra features are described on the [[Equipment and Resources#Item Tracking|item card]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Tornak Goldentouch fashions an ornate mastercrafted longsword for a wealthy prince. The item card describes it as &amp;quot;a longsword with an engraved blade and a gilt hilt set with 3 gemstones,&amp;quot; and the Evaluate box lists it as &amp;quot;Mastercrafted Longsword (3 common + 3 uncommon + 8 WU), Ornate (4 uncommon + 4 WU).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Covens==&lt;br /&gt;
Three characters can work together as a &#039;&#039;&#039;coven&#039;&#039;&#039; to pool work units toward completing a crafting design.&lt;br /&gt;
&lt;br /&gt;
====Coven Production====&lt;br /&gt;
Characters may use a Coven to pool work units toward completing a crafting, alchemy or surgery design.&lt;br /&gt;
&lt;br /&gt;
:* All coven members must at least know the base skill from the recipe&#039;s path (e.g. all members must know [[Blacksmith]] to work on a Blacksmith path recipe).&lt;br /&gt;
:* Only one coven member needs to know the design, but all coven members must know any processes involved.&lt;br /&gt;
:* Coven members who do not know the design may not contribute more work units than those who do.&lt;br /&gt;
:* The work unit target and materials are as per the design card.&lt;br /&gt;
:* All work units are pooled into a single total with no minimum or maximum contribution for any member.&lt;br /&gt;
:* All members may use their own workshops.&lt;br /&gt;
:* Covens may not be used for cleansing, cutting, or etching gems.&lt;br /&gt;
:* Covens may not use apprentices.&lt;br /&gt;
&lt;br /&gt;
See [[Research#Covens_and_Collaborations|Covens and Collaborations]] for full rules.&lt;br /&gt;
&lt;br /&gt;
==Teaching==&lt;br /&gt;
&lt;br /&gt;
A crafter may &#039;&#039;&#039;teach&#039;&#039;&#039; any researched designs they know to another character with the prerequisite skill to learn it. The teacher explains the design to the student, detailing the process and materials required and explaining the underlying principles, and then leads them, in sight of the relevant &#039;&#039;&#039;research referee&#039;&#039;&#039;, to demonstrate understanding.&lt;br /&gt;
&lt;br /&gt;
If the research referee is satisfied that the student has understood the lesson, the student may proceed to refining and practising; the teacher is not required after this point, but can continue to work with the student as they complete the project if they wish.&lt;br /&gt;
&lt;br /&gt;
As with all study, this process should entail at least 30 minutes of roleplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Creator|Creators]] can accelerate a student&#039;s research by contributing Work Units. See [[Creator#Teaching|Teaching]] on the Creator page for full details. This benefit is specific to the Creator archetype.&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&#039; 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 [[#Repair Kits|repair kits]]:&lt;br /&gt;
&lt;br /&gt;
:*Repairing the armour on one location takes 15 seconds and consumes 1 Blacksmith&#039;s Repair Kit&lt;br /&gt;
:*Repairing a whole suit of armour takes 30 seconds and consumes 3 Blacksmith&#039;s Repair Kits.&lt;br /&gt;
&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, using [[#Repair Kits|repair kits]]. Items must be maintained before they [[Equipment and Resources#Expiry|expire]] (but see below for restoring expired items).&lt;br /&gt;
&lt;br /&gt;
Maintenance is a simple transaction that can be performed by any player at GOD. A crafter does not need to be present, nor does the character need to be able to produce the original item.&lt;br /&gt;
&lt;br /&gt;
The cost to maintain a crafted item, in repair kits, is listed on each recipe. As a general guide, the repair kit cost is approximately 15–20% of the original material cost, converted to repair kits.&lt;br /&gt;
&lt;br /&gt;
Items made using advanced materials, such as Cold Iron or Imperial Steel, require at least one Care Kit of that material in addition to any standard repair kits.&lt;br /&gt;
&lt;br /&gt;
Maintaining a crafted item resets the item&#039;s expiry date to three years after the date it was maintained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Equipment and Resources#Equipment Quality|Standard]] quality items do not require maintenance (they have minimal resources to make and no functional effect). Etched gems cannot be maintained; see [[Gemsmithing#Expiry|Gemsmithing]] for gem expiry rules.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Repair Kit !! Skill !! Materials !! Work Units !! Used For&lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&#039;s Repair Kit || [[Blacksmith]] || 1 metal (O), leather (O), or wood (O) || 3 || Weapons, armour, and tools&lt;br /&gt;
|-&lt;br /&gt;
| Jeweller&#039;s Repair Kit || [[Jeweller]] || 1 jewellery metal (O) or glass (O) || 3 || Jewellery, mechanisms, and gem-socketed items&lt;br /&gt;
|-&lt;br /&gt;
| Artisan&#039;s Repair Kit || [[Artisan]] || 1 wood (O), stone (O), bone (O), cloth (O), glass (O), or leather (O) || 3 || Clothing and general items&lt;br /&gt;
|-&lt;br /&gt;
| Care Kit (specific material) || Researched ability || 1 researched material || 10 (makes 2) || Items made with advanced materials (e.g. Cold Iron, Imperial Steel, Platinum)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Crafting_Designs&amp;diff=5949</id>
		<title>Crafting Designs</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Crafting_Designs&amp;diff=5949"/>
		<updated>2026-04-28T08:34:03Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are basic designs available to all crafters with the relevant skills. They are non-exhaustive and listed to give a sense of what is possible.&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;Costs Under Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recipe costs on this page are being reviewed throughout the year. We will highlight changes in patch notes, but anticipate this page will update as we work through all recipes.&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;There&#039;s No Price List!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crafted items do not have an official value in coin, since prices are set by players themselves. For the purposes of the [[Evaluate]] skill, every item has a &#039;&#039;&#039;cost to produce&#039;&#039;&#039;, including the rarity of the [[Crafting#Crafting Materials|materials]] and the amount of [[Creation#Work Units|work units]] to create them. Non-player character traders will generally base prices on these values.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
High quality armour may be enchanted or otherwise magically invested, and allows a warrior to use skills such as [[Armoured Caster]] or [[Sturdy Shield]] more often.&lt;br /&gt;
&lt;br /&gt;
Below costs are &#039;&#039;&#039;per [[Combat#Hit Locations|location]]&#039;&#039;&#039;. For costs for a full suit, multiply by six.&lt;br /&gt;
&lt;br /&gt;
====Light Armour====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Padded cloth || [[Armourer]] or [[Tailor]] || 4 cloth (H) || 16&lt;br /&gt;
|-&lt;br /&gt;
| Hide || [[Armourer]] or [[Tailor]] || 12 hide || 18&lt;br /&gt;
|-&lt;br /&gt;
| Leather || [[Armourer]] or [[Tailor]] || 4 leather (H), 4 oil || 19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Medium Armour====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Light chain or ring || [[Armourer]] || 4 metal (H), 4 charcoal || 23&lt;br /&gt;
|-&lt;br /&gt;
| Studded padded cloth || [[Armourer]] || 4 cloth (H), 2 metal (H), 2 charcoal || 25&lt;br /&gt;
|-&lt;br /&gt;
| Studded leather || [[Armourer]] || 4 leather (H), 2 metal (H), 2 charcoal, 4 oil || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Armour====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Heavy chain || [[Armourer]] || 8 metal (H), 8 charcoal || 30&lt;br /&gt;
|-&lt;br /&gt;
| Plate || [[Armourer]] || 8 metal (H), 8 charcoal || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Plate armour requires leather for straps. One unit of leather (O) is sufficient for up to six locations.&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Metal shield || [[Armourer]] || 2 metal (H), 2 charcoal || 11&lt;br /&gt;
|-&lt;br /&gt;
| Wooden shield || [[Armourer]] or [[Carpenter]] || 2 wood (H), 2 oil || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ornate Armour====&lt;br /&gt;
&lt;br /&gt;
Mastercrafted armour can be made [[Crafting#Ornate Items|ornate]] by various means: cloth can be dyed or embroidered, leather can be dyed or inlaid with precious metals, gilded links can be incorporated into chain. Plate can be especially elaborate, either inlaid with precious metals or covered in fine dyed cloth to make brigandine.&lt;br /&gt;
&lt;br /&gt;
The material costs below are in addition to the base cost for the design. These are &#039;&#039;&#039;minimum&#039;&#039;&#039; costs; for example, you could add gemstones to dyed armour or engraving to gilded plate armour.&lt;br /&gt;
&lt;br /&gt;
Material costs are &#039;&#039;&#039;per location&#039;&#039;&#039;. For costs for a full suit, multiply by &#039;&#039;&#039;six&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Finish !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine plate || [[Armourer]] || 3 cloth (H), 3 powdered dye || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Dyed or embroidered || [[Armourer]] or [[Tailor]] || 3 powdered dye || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Engraved || [[Armourer]] || n/a || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Gilded or inlaid || [[Armourer]] || 1 jewellery metal, 1 charcoal || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Glass or gems || [[Armourer]] || 2 glass (H) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 gems || base design ×1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes copper, silver or gold.&lt;br /&gt;
&lt;br /&gt;
====Armour Staples====&lt;br /&gt;
&lt;br /&gt;
Any blacksmith can craft armour staples, consumable items used to [[Crafting#Field Repair|repair armour]] quickly in the field using a phys rep of smithing tools.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Armour Staple (for 3) || [[Blacksmith]] || 1 metal (O), 1 charcoal || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
High quality clothing may be enchanted or otherwise magically invested. A mastercrafted cloak allows a scout to use the skills [[Chameleon]] and [[Move in Cover]] more often.&lt;br /&gt;
&lt;br /&gt;
The below is representative and broadly reflects the amount of the body covered. For clothing not listed here, use the nearest equivalent item.&lt;br /&gt;
&lt;br /&gt;
====Small Items====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Boots || Standard || [[Artisan]] || 2 leather (O), 2 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Boots || Mastercrafted || [[Tailor]] || 3 leather (H), 3 oil || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gloves or bracers || Standard || [[Artisan]] || 2 cloth (O) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 leather (O), 2 oil || 2&lt;br /&gt;
|-&lt;br /&gt;
| Gloves or bracers || Mastercrafted || [[Tailor]] || 2 cloth (H) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 leather (H), 2 oil || 7&lt;br /&gt;
|-&lt;br /&gt;
| Hat || Standard || [[Artisan]] || 1 cloth (O), 1 fluid &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 leather (O), 1 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Hat || Mastercrafted || [[Tailor]] || 2 cloth (H), 2 fluid &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 leather (H), 2 oil || 14&lt;br /&gt;
|-&lt;br /&gt;
| Mask or headband || Standard || [[Artisan]] || 1 leather (O), 1 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 wood (O), 1 oil || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mask or headband || Mastercrafted || [[Tailor]] || 2 leather (H), 2 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 wood (H), 2 oil || 7&lt;br /&gt;
|-&lt;br /&gt;
| Sash || Standard || [[Artisan]] || 1 cloth (O) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Sash || Mastercrafted || [[Tailor]] || 2 cloth (H) || 10&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || Standard || [[Artisan]] || 1 leather (O), 1 oil || 2&lt;br /&gt;
|-&lt;br /&gt;
| Shoes || Mastercrafted || [[Tailor]] || 2 leather (H), 2 oil || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Large Items====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Standard || [[Artisan]] || 2 cloth (O) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 leather (O), 2 oil || 3&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Mastercrafted || [[Tailor]] || 2 cloth (H) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 leather (H), 2 oil || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dress || Standard || [[Artisan]] || 2 cloth (O) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Dress || Mastercrafted || [[Tailor]] || 2 cloth (H) || 9&lt;br /&gt;
|-&lt;br /&gt;
| Robes || Standard || [[Artisan]] || 3 cloth (O) || 4&lt;br /&gt;
|-&lt;br /&gt;
| Robes || Mastercrafted || [[Tailor]] || 3 cloth (H) || 14&lt;br /&gt;
|-&lt;br /&gt;
| Shirt || Standard || [[Artisan]] || 2 cloth (O) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Shirt || Mastercrafted || [[Tailor]] || 2 cloth (H) || 7&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || Standard || [[Artisan]] || 2 cloth (O) || 2&lt;br /&gt;
|-&lt;br /&gt;
| Trousers || Mastercrafted || [[Tailor]] || 2 cloth (H) || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ornate Clothing====&lt;br /&gt;
&lt;br /&gt;
Mastercrafted clothing can be made [[Crafting#Ornate Items|ornate]] by dyeing or embroidering, adding precious metal thread or incorporating glass or gems.&lt;br /&gt;
&lt;br /&gt;
Add the below costs to the costs of small items of clothing, or &#039;&#039;&#039;double&#039;&#039;&#039; for large items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Finish !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Dyed or embroidered || [[Tailor]] || 3 powdered dye || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Glass or gems || [[Tailor]] || 2 glass (H) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 gems || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Metal thread || [[Tailor]] || 1 jewellery metal, 1 charcoal || base design ×1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes copper, silver or gold.&lt;br /&gt;
&lt;br /&gt;
==Common Items==&lt;br /&gt;
&lt;br /&gt;
Mastercrafted common items may be enchanted or otherwise magically invested. Standard quality items are available for each of the below but are not listed. Typically the price for them would be half that in both materials and work units of a mastercrafted equivalent.&lt;br /&gt;
&lt;br /&gt;
The below list is representative and broadly reflects the most common materials from which items are made. Most of these items can be made using alternative materials and skills. Speak to a crafting referee to confirm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Backpack || Standard || [[Artisan]] || 1 leather (H), 1 leather (O), 2 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Backpack || Mastercrafted || [[Tailor]] || 2 leather (H), 2 oil || 8&lt;br /&gt;
|-&lt;br /&gt;
| Bowl or Plate || Standard || [[Artisan]] || 3 clay, 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 wood (H), 1 oil || 2&lt;br /&gt;
|-&lt;br /&gt;
| Bowl or Plate || Mastercrafted || [[Carpenter]] or [[Artist]] || 6 clay, 2 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 wood (H), 2 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Small Box or Chest || Standard || [[Artisan]] or [[Blacksmith]] || 2 wood (O), 1 metal (O), 2 oil, 1 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Small Box or Chest || Mastercrafted || [[Carpenter]] or [[Ironmonger]] || 2 wood (H), 1 metal (H), 2 oil, 1 charcoal || 15&lt;br /&gt;
|-&lt;br /&gt;
| Large Box or Chest || Standard || [[Artisan]] or [[Blacksmith]] || 6 wood (O), 3 metal (O), 6 oil, 3 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Large Box or Chest || Mastercrafted || [[Carpenter]] or [[Ironmonger]] || 6 wood (H), 3 metal (H), 6 oil, 3 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Candle (for 3, burns for 1 hour) || Standard || [[Artisan]] || 1 wax || 1&lt;br /&gt;
|-&lt;br /&gt;
| Candle Holder || Standard || [[Artisan]], [[Blacksmith]] or [[Jeweller]] || 3 clay, 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 metal (O), 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 lead metal, 1 charcoal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Candle Holder || Mastercrafted || [[Goldsmith]], [[Ironmonger]] or [[Artist]] || 6 clay, 2 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 metal (H), 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 silver metal, 1 charcoal || 4&lt;br /&gt;
|-&lt;br /&gt;
| Chair or Throne || Standard || [[Artisan]] || 2 wood (H), 2 wood (O), 4 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 stone (H), 2 stone (O), 4 sand || 5&lt;br /&gt;
|-&lt;br /&gt;
| Chair or Throne || Mastercrafted || [[Carpenter]] or [[Artist]] || 4 wood (H), 4 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 4 stone (H), 4 sand || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cup || Standard || [[Artisan]] or [[Blacksmith]] || 3 clay, 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 wood (O), 1 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 metal (O), 1 charcoal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cup || Mastercrafted || [[Ironmonger]] or [[Artist]] || 6 clay, 1 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 wood (H), 1 wood (O), 2 oil &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 metal (H), 1 metal (O), 2 charcoal || 4&lt;br /&gt;
|-&lt;br /&gt;
| Doll || Standard || [[Artisan]] || 1 cloth (O) || 4&lt;br /&gt;
|-&lt;br /&gt;
| Doll || Mastercrafted || [[Tailor]] || 1 cloth (H) || 7&lt;br /&gt;
|-&lt;br /&gt;
| Drinking Horn || Standard || [[Artisan]] || 1 bone (O), 1 sand || 4&lt;br /&gt;
|-&lt;br /&gt;
| Drinking Horn || Mastercrafted || [[Artist]] || 1 bone (H), 1 sand || 7&lt;br /&gt;
|-&lt;br /&gt;
| Glass Vial || Standard || [[Artisan]] || 1 glass (O) || 3&lt;br /&gt;
|-&lt;br /&gt;
| Glass Vial || Mastercrafted || [[Glassblower]] || 1 glass (H) || 5&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || Standard || [[Artisan]] or [[Blacksmith]] || 6 clay, 2 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 1 metal (H), 1 metal (O), 2 charcoal || 4&lt;br /&gt;
|-&lt;br /&gt;
| Goblet || Mastercrafted || [[Ironmonger]] or [[Artist]] || 9 clay, 2 charcoal &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 2 metal (H), 2 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Hourglass || Standard || [[Artisan]] || 1 wood (O), 2 glass (O), 1 oil, 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Hourglass || Mastercrafted || [[Glassblower]] || 1 wood (H), 2 glass (H), 1 oil, 2 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Lantern || Standard || [[Artisan]] || 1 metal (O), 2 glass (O), 3 charcoal || 6&lt;br /&gt;
|-&lt;br /&gt;
| Lantern || Mastercrafted || [[Glassblower]] || 1 metal (H), 2 glass (H), 3 charcoal || 11&lt;br /&gt;
|-&lt;br /&gt;
| Manacles || Standard || [[Blacksmith]] || 1 metal (H), 2 metal (O), 3 charcoal || 11&lt;br /&gt;
|-&lt;br /&gt;
| Manacles || Mastercrafted || [[Ironmonger]] || 3 metal (H), 3 charcoal || 19&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || Standard || [[Artisan]] || 1 metal (H), 1 glass (O), 2 charcoal || 9&lt;br /&gt;
|-&lt;br /&gt;
| Mirror || Mastercrafted || [[Glassblower]] || 1 silver metal, 1 metal (H), 1 glass (H), 3 charcoal || 16&lt;br /&gt;
|-&lt;br /&gt;
| Pen || Standard || [[Artisan]] || 1 wood (H), 1 oil || 2&lt;br /&gt;
|-&lt;br /&gt;
| Pen || Mastercrafted || [[Carpenter]] || 1 wood (H), 1 metal (O), 1 oil, 1 charcoal || 4&lt;br /&gt;
|-&lt;br /&gt;
| Scabbard || Standard || [[Artisan]] || 2 leather (H), 2 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Scabbard || Mastercrafted || [[Tailor]] || 2 leather (H), 1 metal (O), 2 oil, 1 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Spectacles || Standard || [[Artisan]] or [[Jeweller]] || 1 glass (H), 1 metal (O), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Spectacles || Mastercrafted || [[Gemsmith]] || 2 gems, 1 metal (H), 1 glass (H), 2 charcoal || 25&lt;br /&gt;
|-&lt;br /&gt;
| Coffee Table || Standard || [[Artisan]] || 4 wood (H), 4 wood (O), 8 oil || 6&lt;br /&gt;
|-&lt;br /&gt;
| Coffee Table || Mastercrafted || [[Carpenter]] || 8 wood (H), 8 oil || 11&lt;br /&gt;
|-&lt;br /&gt;
| Large Table || Standard || [[Artisan]] || 8 wood (H), 8 wood (O), 2 metal (O), 16 oil, 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Large Table || Mastercrafted || [[Carpenter]] || 16 wood (H), 2 metal (O), 16 oil, 2 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Toy || Standard || [[Artisan]] || 1 wood (H), 1 metal (O), 1 oil, 1 charcoal || 4&lt;br /&gt;
|-&lt;br /&gt;
| Toy || Mastercrafted || [[Carpenter]] || 1 wood (H), 1 metal (H), 1 oil, 1 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Wax Seal || Standard || [[Jeweller]] || 1 metal (H), 1 wood (O), 1 oil, 1 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Wax Seal || Mastercrafted || [[Goldsmith]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tinderboxes====&lt;br /&gt;
&lt;br /&gt;
Any player can light a fire (using one or more units of [[Alchemy#Passive Ingredients|oil]]) with about 30 seconds of roleplay using suitable phys reps such as a tinderbox, a knife and rock, or two sticks. Mastercrafted tinderboxes allow the player to light a fire in 3 to 5 seconds.&lt;br /&gt;
&lt;br /&gt;
A mastercrafted tinderbox has 3 charges and can be recharged for 1 fleece, 1 rock, 1 timber and 3 work units.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Tinderbox || Standard || [[Artisan]] or [[Blacksmith]] || 1 metal (O), 1 fleece, 1 rock, 1 timber || 6&lt;br /&gt;
|-&lt;br /&gt;
| Tinderbox || Mastercrafted || [[Ironmonger]] || 1 metal (H), 1 fleece, 1 rock, 1 timber || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ornate Common Items====&lt;br /&gt;
&lt;br /&gt;
Common items of mastercrafted quality can be made [[Crafting#Ornate Items|ornate]] by adding precious metal gilding or inlays, engraving the item, or incorporating glass or gems.&lt;br /&gt;
&lt;br /&gt;
Add the following material costs to the costs of all items except tables, chairs and thrones, above; or &#039;&#039;&#039;double&#039;&#039;&#039; the costs for tables, chairs and thrones. These are &#039;&#039;&#039;minimum&#039;&#039;&#039; material costs; you could, for instance, stain leather or wood with powdered dye, burnish metal with powdered gemstone or weave precious metal fibres into cloth.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Finish !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Engraved || [[Artisan]] or [[Jeweller]] || N/A || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Gilded or Inlaid || [[Artisan]] or [[Jeweller]] || 1+ jewellery metal, 1 charcoal || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Glass or gems || [[Artisan]] or [[Jeweller]] || 1 glass (H) &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; 3 gems || base design ×1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes copper, silver or gold.&lt;br /&gt;
&lt;br /&gt;
==Jewellery==&lt;br /&gt;
&lt;br /&gt;
Mastercrafted jewellery may be enchanted or otherwise magically invested. Jewellery may be crafted with an inlay of amalgam to invest as an amulet.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || Standard || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Brooch || Standard || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Brooch || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Circlet or torc || Standard || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Circlet or torc || Mastercrafted || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Crown or tiara || Standard || [[Jeweller]] || 2 jewellery metal, 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Crown or tiara || Mastercrafted || [[Goldsmith]] || 2 jewellery metal, 2 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Pendant or necklace || Standard || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Pendant or necklace || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 18&lt;br /&gt;
|-&lt;br /&gt;
| Ring or earring || Standard || [[Jeweller]] || 1 jewellery metal, 1 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Ring or earring || Mastercrafted || [[Goldsmith]] || 1 jewellery metal, 1 charcoal || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes copper, silver or gold.&lt;br /&gt;
&lt;br /&gt;
====Ornate Jewellery====&lt;br /&gt;
&lt;br /&gt;
Mastercrafted jewellery items can be made [[Crafting#Ornate Items|ornate]] by adding fine engraving or incorporating glass or gems.&lt;br /&gt;
&lt;br /&gt;
Add the below costs to the costs of all items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Finish !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Engraved || [[Goldsmith]] || N/A || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Glass or gems || [[Goldsmith]] || 1 glass (H) or 1 gem || base design ×1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Tools==&lt;br /&gt;
&lt;br /&gt;
Mastercrafted magical tools may be enchanted, bound as a [[Bind Path Focus|path focus]] or otherwise magically invested.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Candle (for 3) || Standard || [[Artisan]] || 1 wax || 1&lt;br /&gt;
|-&lt;br /&gt;
| Censer || Standard || [[Jeweller]] || 1 metal (H), 1 charcoal || 5&lt;br /&gt;
|-&lt;br /&gt;
| Censer || Mastercrafted || [[Goldsmith]] || 2 metal (H), 2 charcoal || 9&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball || Standard || [[Artisan]] || 2 glass (O), 2 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Crystal ball || Mastercrafted || [[Glassblower]] || 2 glass (H), 2 charcoal || 18&lt;br /&gt;
|-&lt;br /&gt;
| Incense (for 3) || Standard || [[Artisan]] or [[Alchemist]] || 1 herb, 1 powder || 1&lt;br /&gt;
|-&lt;br /&gt;
| Rod || Standard || [[Artisan]] || 1 wood (O), 1 oil || 3&lt;br /&gt;
|-&lt;br /&gt;
| Rod || Mastercrafted || [[Carpenter]] || 1 wood (H), 1 oil || 5&lt;br /&gt;
|}&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;
====Invocation Items====&lt;br /&gt;
&lt;br /&gt;
The below items are crafted to be magically invested via [[Invocation|invocation]].&lt;br /&gt;
&lt;br /&gt;
====Charms====&lt;br /&gt;
&lt;br /&gt;
Charms are one-shot items:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Trinkets&#039;&#039;&#039; are simple tokens inscribed or stained with mundane ink and charged with the &#039;&#039;[[Invest Trinket]]&#039;&#039; rite&lt;br /&gt;
:* &#039;&#039;&#039;Scrolls&#039;&#039;&#039; are sheets of paper or vellum written with a relevant magical ink and charged with the &#039;&#039;[[Invest Scroll]]&#039;&#039; rite&lt;br /&gt;
:* &#039;&#039;&#039;Sigil stones&#039;&#039;&#039; are stone or clay discs inscribed with mystical sigils in magical ink and charged with the &#039;&#039;[[Invest Stone]]&#039;&#039; rite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Trinket (for 3) || Any || 1 ordinary grade material of any kind || 3&lt;br /&gt;
|-&lt;br /&gt;
| Sigil stone || [[Artisan]] || 1 stone (O), 1 sand || 2&lt;br /&gt;
|-&lt;br /&gt;
| Scroll paper || [[Artisan]] || 1 paper (O), 1 fluid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Scroll vellum || [[Papermaker]] || 1 leather (H), 1 fluid || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
&lt;br /&gt;
Talismans are charged items, inlaid with an inscription in a relevant magical &#039;&#039;&#039;amalgam&#039;&#039;&#039; and invested with the &#039;&#039;[[Invest Talisman]]&#039;&#039; rite. Talismans must be crafted to &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; [[Equipment and Resources#Equipment Quality|quality]] to hold spells.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Spell Level !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || Lesser || [[Goldsmith]] || colspan=&amp;quot;2&amp;quot; | per mastercrafted [[#Jewellery|jewellery]], plus 1 [[Alchemy#Amalgams|amalgam]]&lt;br /&gt;
|-&lt;br /&gt;
| Amulet || Greater || [[Goldsmith]] || colspan=&amp;quot;2&amp;quot; | per mastercrafted [[#Jewellery|jewellery]], plus 2 [[Alchemy#Amalgams|amalgam]]&lt;br /&gt;
|-&lt;br /&gt;
| Brand || Greater || [[Weaponsmith]] || colspan=&amp;quot;2&amp;quot; | per mastercrafted [[#Weapons|weapon]], plus 2 [[Alchemy#Amalgams|amalgam]]&lt;br /&gt;
|-&lt;br /&gt;
| Wand || Lesser || [[Carpenter]] || 1 wood (H), 1 [[Alchemy#Amalgams|amalgam]], 1 oil || 9&lt;br /&gt;
|-&lt;br /&gt;
| Wand || Greater || [[Carpenter]] || 1 wood (H), 2 [[Alchemy#Amalgams|amalgam]], 1 oil || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ether Spheres====&lt;br /&gt;
&lt;br /&gt;
[[Rituals#Ether Spheres|Ether spheres]] are glass balls charged with &#039;&#039;&#039;ether&#039;&#039;&#039; captured from a fissure via the &#039;&#039;[[Capture Ether]]&#039;&#039; rite.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Glass sphere || Standard || [[Artisan]] || 1 glass (O), 1 charcoal || 5&lt;br /&gt;
|-&lt;br /&gt;
| Glass sphere || Mastercrafted || [[Glassblower]] || 1 glass (H), 1 charcoal || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mechanisms==&lt;br /&gt;
&lt;br /&gt;
Mastercrafted mechanisms may be enchanted or otherwise magically invested, and are harder for thieves to foil.&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Small locks&#039;&#039;&#039; are fitted to boxes and chests&lt;br /&gt;
:* &#039;&#039;&#039;Large locks&#039;&#039;&#039; are required for doors, gates and similar&lt;br /&gt;
:* &#039;&#039;&#039;Padlocks&#039;&#039;&#039; can be moved between different places, but are more intricate and harder to make&lt;br /&gt;
:* &#039;&#039;&#039;Needle traps&#039;&#039;&#039; strike someone triggering them with a small needle, which inflicts no damage but can be coated with any blade venom&lt;br /&gt;
&lt;br /&gt;
Note that in addition to the standard item cards for any crafted item, locks need separate [[Locks and Traps#Lock Cards|lock cards]] to facilitate picking and disabling mechanics. See &#039;&#039;[[Locks and Traps]]&#039;&#039; for more details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Padlock || Standard || [[Jeweller]] || 1 metal (H), 1 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Padlock || Mastercrafted || [[Mechanician]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Small lock || Standard || [[Jeweller]] || 1 metal (H), 1 charcoal || 5&lt;br /&gt;
|-&lt;br /&gt;
| Small lock || Mastercrafted || [[Mechanician]] || 2 metal (H), 2 charcoal || 9&lt;br /&gt;
|-&lt;br /&gt;
| Large lock || Standard || [[Jeweller]] || 2 metal (H), 2 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Large lock || Mastercrafted || [[Mechanician]] || 4 metal (H), 4 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Needle trap || Standard || [[Mechanician]] || 1 metal (H), 1 metal (O), 2 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Needle trap || Mastercrafted || [[Mechanician]] || 3 metal (H), 3 charcoal || 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Locks and Keys====&lt;br /&gt;
&lt;br /&gt;
Every lock comes with one key, included in the price of manufacture. The crafter can produce additional keys at that time, at a cost of 2 work units, 1 metal (H) and 1 charcoal per key (regardless of the complexity of the lock).&lt;br /&gt;
&lt;br /&gt;
Keys are issued their own item cards, which lists the item code of the lock the key unlocks.&lt;br /&gt;
&lt;br /&gt;
Jewellers can also &#039;&#039;&#039;copy&#039;&#039;&#039; an existing key, at the following costs:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality of Lock !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Standard || [[Jeweller]] || 1 metal (H), 1 charcoal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Mastercrafted || [[Mechanician]] || 1 metal (H), 1 charcoal || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paper and Printing==&lt;br /&gt;
&lt;br /&gt;
Scroll paper can be invested via [[Invocation|invocation]].&lt;br /&gt;
&lt;br /&gt;
Printing presses use block-and-plate hand printing. One plate must be engraved for each page to be printed. There is always a chance of a press misprinting, wasting paper and ink; with [[Research|research]], mechanicians can learn to reduce (but not eliminate) this chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Book || Standard || [[Artisan]] || 1 leather (O), 5 paper (O), 1 oil || 10&lt;br /&gt;
|-&lt;br /&gt;
| Book || Mastercrafted || [[Papermaker]] || 1 leather (H), 5 paper (H), 1 oil || 20&lt;br /&gt;
|-&lt;br /&gt;
| Scroll paper || Standard || [[Artisan]] || 1 paper (O), 1 fluid || 2&lt;br /&gt;
|-&lt;br /&gt;
| Scroll vellum || Mastercrafted || [[Papermaker]] || 1 leather (H), 1 fluid || 3&lt;br /&gt;
|-&lt;br /&gt;
| Printing press || Standard || [[Mechanician]] || 2 wood (H), 1 leather (H), 1 metal (O), 1 stone (O), 3 oil, 1 sand, 1 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Printing plate || Standard || [[Mechanician]] || 1 stone (H), 1 sand || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Printing Scrolls====&lt;br /&gt;
&lt;br /&gt;
Printing presses can be used to print scrolls, making more efficient use of expensive magical inks. The listed press is able to print &#039;&#039;&#039;lesser&#039;&#039;&#039; scrolls, printing &#039;&#039;&#039;6 scrolls&#039;&#039;&#039; from &#039;&#039;&#039;one pot&#039;&#039;&#039; of a suitable &#039;&#039;[[Alchemy#Magical Inks|magical ink]]&#039;&#039;; mechanicians can [[Research|research]] presses able to print &#039;&#039;&#039;greater&#039;&#039;&#039; scrolls. Each printed scroll still needs to be magically invested with the &#039;&#039;[[Invest Scroll]]&#039;&#039; rite.&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;Writing Manuscripts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players do not need to buy mundane ink to write on a scroll or in a book; they can just write on the phys rep with a real pencil or pen.&lt;br /&gt;
&lt;br /&gt;
But where resources need to be tracked (for specific crafting or research projects), filling a scroll consumes &#039;&#039;&#039;1 ink&#039;&#039;&#039;, while filling a book consumes &#039;&#039;&#039;6 ink&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;illuminated&#039;&#039;&#039; manuscript is the scribal equivalent of [[Crafting#Ornate Items|ornate quality]], embellishing the manuscript with colourful images and gold foil. Illuminating a scroll costs a minimum of &#039;&#039;&#039;2 ink&#039;&#039;&#039; and &#039;&#039;&#039;1 powdered dye&#039;&#039;&#039;, while illuminating a whole book costs &#039;&#039;&#039;10 ink&#039;&#039;&#039;, &#039;&#039;&#039;3 powdered dye&#039;&#039;&#039; and &#039;&#039;&#039;1 gold metal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Writing a manuscript does not cost work units, but may have minimum roleplay or other requirements (such as uses of the [[Scholar]] skill).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Creators do not &#039;&#039;need&#039;&#039; to make separate mastercrafted tools to do standard work or research; their tools are assumed to be part of their [[Crafting#Workshops|workshop]]. But crafters may wish for separately-crafted tools so that they can be [[Equipment and Resources#Enchantment and Investment|enchanted]] or otherwise magically invested, or to aid in using skills in the field.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Quality !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Alchemist&#039;s tools || Mastercrafted || [[Glassblower]] or [[Ironmonger]] || 2 glass (H), 1 metal (H), 3 charcoal || 18&lt;br /&gt;
|-&lt;br /&gt;
| Artist&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Artist&#039;s tools || Mastercrafted || [[Ironmonger]] or [[Artist]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&#039;s tools || Standard || [[Blacksmith]] || 1 metal (H), 1 metal (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Blacksmith&#039;s tools || Mastercrafted || [[Armourer]], [[Ironmonger]] or [[Weaponsmith]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter&#039;s tools || Mastercrafted || [[Carpenter]] or [[Ironmonger]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Gemsmith&#039;s tools || Standard || [[Ironmonger]] or [[Jeweller]] || 1 metal (H), 1 glass (O), 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Gemsmith&#039;s tools || Mastercrafted || [[Gemsmith]] or [[Ironmonger]] || 2 metal (H), 1 glass (H), 3 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Glassblower&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 2 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Glassblower&#039;s tools || Mastercrafted || [[Glassblower]] or [[Ironmonger]] || 2 metal (H), 2 charcoal || 18&lt;br /&gt;
|-&lt;br /&gt;
| Goldsmith&#039;s tools || Standard || [[Ironmonger]] or [[Jeweller]] || 1 metal (O), 1 glass (O), 2 charcoal || 10&lt;br /&gt;
|-&lt;br /&gt;
| Goldsmith&#039;s tools || Mastercrafted || [[Goldsmith]] or [[Ironmonger]] || 1 metal (H), 1 glass (H), 2 charcoal || 18&lt;br /&gt;
|-&lt;br /&gt;
| Lockpicks || Standard || [[Ironmonger]] or [[Jeweller]] || 1 metal (H), 1 charcoal || 6&lt;br /&gt;
|-&lt;br /&gt;
| Lockpicks || Mastercrafted || [[Ironmonger]] or [[Mechanician]] || 1 metal (H), 1 metal (O), 1 wood (O), 2 charcoal, 1 oil || 12&lt;br /&gt;
|-&lt;br /&gt;
| Mechanician&#039;s tools || Standard || [[Ironmonger]] or [[Jeweller]] || 1 metal (H), 1 glass (O), 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Mechanician&#039;s tools || Mastercrafted || [[Ironmonger]] or [[Mechanician]] || 2 metal (H), 1 glass (H), 3 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Papermaker&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Papermaker&#039;s tools || Mastercrafted || [[Ironmonger]] or [[Papermaker]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&#039;s tools || Standard || [[Ironmonger]] or [[Jeweller]] || 1 metal (H), 1 metal (O), 2 charcoal || 12&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon&#039;s tools || Mastercrafted || [[Goldsmith]] or [[Ironmonger]] || 2 metal (H), 2 charcoal || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tailor&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Tailor&#039;s tools || Mastercrafted || [[Ironmonger]] or [[Tailor]] || 2 metal (H), 2 charcoal || 14&lt;br /&gt;
|-&lt;br /&gt;
| Thief&#039;s tools || Standard || [[Ironmonger]] or [[Jeweller]] || 2 metal (H), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Thief&#039;s tools || Mastercrafted || [[Ironmonger]] or [[Mechanician]] || 4 metal (H), 4 charcoal || 16&lt;br /&gt;
|-&lt;br /&gt;
| Trapper&#039;s tools || Standard || [[Artisan]] or [[Ironmonger]] || 1 metal (H), 1 metal (O), 1 cloth (O), 2 charcoal || 8&lt;br /&gt;
|-&lt;br /&gt;
| Trapper&#039;s tools || Mastercrafted || [[Carpenter]] or [[Ironmonger]] || 2 metal (H), 1 cloth (H), 2 charcoal || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
Mastercrafted weapons may be enchanted or otherwise magically invested; a small or one-handed weapon can be inlaid with an amalgam to make a &#039;&#039;&#039;[[#Invocation Items|brand]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The below is representative and broadly reflects &amp;quot;made of wood,&amp;quot; &amp;quot;made of metal&amp;quot; and &amp;quot;made with a wooden shaft and a metal striking head.&amp;quot; For weapons not listed here, use the nearest equivalent item.&lt;br /&gt;
&lt;br /&gt;
====Small and Thrown Weapons====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || [[Weaponsmith]] || 2 metal (H), 2 charcoal || 7&lt;br /&gt;
|-&lt;br /&gt;
| Hatchet || [[Weaponsmith]] || 1 metal (H), 1 wood (H), 1 charcoal, 1 oil || 7&lt;br /&gt;
|-&lt;br /&gt;
| Truncheon || [[Carpenter]] or [[Weaponsmith]] || 2 wood (H), 2 oil || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====One-Handed Weapons====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Axe, mace or short spear || [[Weaponsmith]] || 3 metal (H), 3 wood (H), 3 charcoal, 3 oil || 11&lt;br /&gt;
|-&lt;br /&gt;
| Club or stick || [[Carpenter]] or [[Weaponsmith]] || 6 wood (H), 6 oil || 11&lt;br /&gt;
|-&lt;br /&gt;
| Sword || [[Weaponsmith]] || 6 metal (H), 6 charcoal || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Weapons====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Axe or mace || [[Weaponsmith]] || 4 metal (H), 4 wood (H), 4 charcoal, 4 oil || 14&lt;br /&gt;
|-&lt;br /&gt;
| Club or stick || [[Carpenter]] or [[Weaponsmith]] || 8 wood (H), 8 oil || 14&lt;br /&gt;
|-&lt;br /&gt;
| Sword || [[Weaponsmith]] || 8 metal (H), 8 charcoal || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polearms====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Spear or pollaxe || [[Weaponsmith]] || 4 metal (H), 4 wood (H), 4 charcoal, 4 oil || 18&lt;br /&gt;
|-&lt;br /&gt;
| Staff || [[Carpenter]] or [[Weaponsmith]] || 6 wood (H), 6 oil || 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Projectile Weapons====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Bow || [[Carpenter]] or [[Weaponsmith]] || 2 wood (H), 2 wood (O), 4 oil || 11&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (for 3) || [[Carpenter]] or [[Weaponsmith]] || 1 metal (H), 1 wood (H), 1 charcoal, 1 oil || 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || [[Weaponsmith]] || 2 wood (H), 2 metal (H), 2 charcoal, 2 oil || 14&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (for 3) || [[Carpenter]] or [[Weaponsmith]] || 1 metal (H), 1 wood (H), 1 charcoal, 1 oil || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ornate Weapons====&lt;br /&gt;
&lt;br /&gt;
Mastercrafted weapons can be made [[Crafting#Ornate Items|ornate]] by adding precious metal gilt or inlays, engraving the weapon, or incorporating glass or gems.&lt;br /&gt;
&lt;br /&gt;
Add the below costs to the costs of small or one-handed weapons or bows, above, or &#039;&#039;&#039;double&#039;&#039;&#039; the below cost for two-handed weapons, polearms or crossbows.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Finish !! Skill !! Costs !! Work Units&lt;br /&gt;
|-&lt;br /&gt;
| Engraved || [[Weaponsmith]] || N/A || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Gilded or inlaid || [[Weaponsmith]] || 1 jewellery metal, 1 charcoal || base design ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Glass or Gems || [[Weaponsmith]] || 1 glass (H) or 3 gems || base design ×1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Jewellery metal includes copper, silver or gold.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Concoction&amp;diff=5948</id>
		<title>Concoction</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Concoction&amp;diff=5948"/>
		<updated>2026-04-28T04:32:00Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Concoction&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 8 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || Creator Archetype and [[Apothecary]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Creator&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character can improvise alchemical formulas to produce short-term magical or physical effects.&lt;br /&gt;
&lt;br /&gt;
With access to a phys rep of suitable tools, the character describes their intent to a referee before beginning work, and the referee determines the outcome based on the resources provided.&lt;br /&gt;
&lt;br /&gt;
The effect may replicate any existing game or spell effect and may be modified from the standard version — for example, with a longer range, duration, or additional targets. The player may also combine two or more effects into a single concoction.&lt;br /&gt;
&lt;br /&gt;
Effects are broadly scaled by the resources and time invested:&lt;br /&gt;
* &#039;&#039;&#039;Minor:&#039;&#039;&#039; 2 minutes roleplay, plus &#039;&#039;&#039;5 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;2 herbs&#039;&#039;&#039; or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Moderate:&#039;&#039;&#039; 5 minutes roleplay, plus &#039;&#039;&#039;10 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;4 herbs&#039;&#039;&#039; or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Major:&#039;&#039;&#039; 10 minutes roleplay, plus &#039;&#039;&#039;15 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;6 herbs&#039;&#039;&#039; or other ingredients. Major effects may only be attempted once per day, regardless of available materials. Effects of exalted power require Essences among the ingredients provided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The more resources and time provided, the more ambitious the effect the referee can sanction. If insufficient ingredients or roleplay time are provided for the intended effect, the attempt produces no mechanical effect. The referee may add atmospheric flavour at their discretion.&lt;br /&gt;
&lt;br /&gt;
A concoction must be used within a short time of completion - minutes rather than hours. The skill is intended to be reactive and in-the-moment rather than a means of preparation. A referee will advise on how long a specific concoction remains stable at the time of brewing.&lt;br /&gt;
&lt;br /&gt;
The effects of this skill are not intended to be perfectly repeatable; that is what a researched recipe is for. However, the player may retain the results of a use of this skill and present them later to gain a discount when researching the effect as a permanent recipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&#039; This skill grants &#039;&#039;&#039;5 Work Units&#039;&#039;&#039; per day. The number of work units the character can benefit from each day depends on their cap. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for more.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Concoction&amp;diff=5947</id>
		<title>Concoction</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Concoction&amp;diff=5947"/>
		<updated>2026-04-28T04:26:27Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Concoction&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 8 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || Creator Archetype and [[Apothecary]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Creator&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character can improvise alchemical formulas to produce short-term magical or physical effects.&lt;br /&gt;
&lt;br /&gt;
With access to a phys rep of suitable tools, the character describes their intent to a referee before beginning work, and the referee determines the outcome based on the resources provided.&lt;br /&gt;
&lt;br /&gt;
The effect may replicate any existing game or spell effect and may be modified from the standard version — for example, with a longer range, duration, or additional targets. The player may also combine two or more effects into a single concoction.&lt;br /&gt;
&lt;br /&gt;
Effects are broadly scaled by the resources and time invested:&lt;br /&gt;
* &#039;&#039;&#039;Minor:&#039;&#039;&#039; 2 minutes roleplay, plus &#039;&#039;&#039;5 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;2 herbs&#039;&#039;&#039; or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Moderate:&#039;&#039;&#039; 5 minutes roleplay, plus &#039;&#039;&#039;10 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;4 herbs&#039;&#039;&#039; or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Major:&#039;&#039;&#039; 10 minutes roleplay, plus &#039;&#039;&#039;15 Work Units&#039;&#039;&#039; and &#039;&#039;&#039;6 herbs&#039;&#039;&#039; or other ingredients. Major effects may only be attempted once per day, regardless of available materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The more resources and time provided, the more ambitious the effect the referee can sanction. If insufficient ingredients or roleplay time are provided for the intended effect, the attempt produces no mechanical effect. The referee may add atmospheric flavour at their discretion.&lt;br /&gt;
&lt;br /&gt;
A concoction takes effect immediately upon the player finishing their roleplay. The player may specify a short in-character delay — such as a countdown before an explosion — but the countdown begins immediately upon completion.&lt;br /&gt;
&lt;br /&gt;
The effects of this skill are not intended to be perfectly repeatable; that is what a researched recipe is for. However, the player may retain the results of a use of this skill and present them later to gain a discount when researching the effect as a permanent recipe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&#039; This skill grants &#039;&#039;&#039;5 Work Units&#039;&#039;&#039; per day. The number of work units the character can benefit from each day depends on their cap. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for more.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Jury_Rig&amp;diff=5946</id>
		<title>Jury Rig</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Jury_Rig&amp;diff=5946"/>
		<updated>2026-04-28T04:25:26Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Jury Rig&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 8 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || Creator Archetype and any 3 of [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Artist]] or [[Tailor]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Creator&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character can improvise devices from materials to hand to produce short-term physical or mechanical effects. The skill can also be used to get a wrecked or sabotaged item working again, at least temporarily.&lt;br /&gt;
&lt;br /&gt;
With access to a phys rep of suitable tools, the character describes their intent to a referee before beginning work, and the referee determines the outcome based on the effort and resources provided.&lt;br /&gt;
&lt;br /&gt;
Jury Rig produces physical and mechanical outcomes rather than directly replicating spell effects. Examples include a spring-loaded trap, a single-shot siege weapon, a device that releases fire or gas, or a temporary structural repair.&lt;br /&gt;
&lt;br /&gt;
Effects are broadly scaled by the phys rep constructed and the [[Creation#Work Units|work units]] invested:&lt;br /&gt;
* &#039;&#039;&#039;Minor:&#039;&#039;&#039; 5 Work Units plus 2 [[Crafting#Crafting Materials|materials]] or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Moderate:&#039;&#039;&#039; 10 Work Units plus 4 materials or other ingredients.&lt;br /&gt;
* &#039;&#039;&#039;Major:&#039;&#039;&#039; 15 Work Units plus 6 materials or other ingredients. Major effects may only be attempted once per day, regardless of available materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The construction of a phys rep is required at all tiers. Materials may include crafting resources, broken items, or potions. The ambition and effort evident in the construction, combined with the resources provided, determines the effect the referee can sanction. If insufficient materials or construction effort are provided for the intended effect, the attempt produces no mechanical effect. The referee may add atmospheric flavour at their discretion.&lt;br /&gt;
&lt;br /&gt;
A jury-rigged device may be held in reserve — for example as a single-shot siege weapon — but must be used within 10 minutes of completing construction.&lt;br /&gt;
&lt;br /&gt;
The effects of this skill are not intended to be perfectly repeatable; that is what a researched design is for. However, the player may retain the results of a use of this skill and present them later to gain a discount when researching the effect as a permanent design.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&#039; This skill grants &#039;&#039;&#039;5 Work Units&#039;&#039;&#039; per day. The number of work units the character can benefit from each day depends on their cap. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for more.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5945</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5945"/>
		<updated>2026-04-28T03:58:31Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Special Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren&#039;t limited to the 20 experience points (XP) they start with. Over time, they gain new skills or improve on the ones they know, learn new recipes and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the Renewal campaign is by three routes: with XP, through training and research, and by becoming a special character.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of XP granted after each event.&lt;br /&gt;
&lt;br /&gt;
These points may be spent on general and archetype skills just as they would at character creation, with similar need to meet any prerequisites and follow any stated limitations.&lt;br /&gt;
&lt;br /&gt;
XP is awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; XP 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 5 XP.&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 1 XP per event, for a maximum of 8 XP for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XP may be spent immediately after the event in which it is earned, or saved up for later use, along with any unspent points from character creation. Any unspent XP, whether earned or left over from character creation, is 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 character, not the player — it is possible, for example, for a player to receive 5 XP four times in a year, if their characters died every event.&lt;br /&gt;
&lt;br /&gt;
==Retirement==&lt;br /&gt;
&lt;br /&gt;
A player may choose to retire their character at any time, removing them from active play. Retired characters become non-player characters and may not be played again.&lt;br /&gt;
&lt;br /&gt;
Characters retiring with 60 or more XP grant a flat 8 bonus XP to the player&#039;s next character, who begins with 28 XP instead of the standard 20. This is a flat bonus and is not incremental based on how much XP is being retired.&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; The Bastion offers training in all the standard general and archetype skills appearing in this rulebook. Other organisations may offer different abilities in future. 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 (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation, questing and trials and other methods. Some research routes are already mapped out, but characters may forge wholly new paths, limited only by the laws of the world.&lt;br /&gt;
&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 one of these dedicated referees, although daily progress may in some cases be logged with other staff members.&lt;br /&gt;
&lt;br /&gt;
===Study Units===&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called study units. 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 XP, study units cannot be saved up. If a character doesn&#039;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;
===Study and XP===&lt;br /&gt;
&lt;br /&gt;
Abilities learned through study don&#039;t cost XP; players earn them through in-character effort during time in, tracked via study units. They do, however, have a value in points, which is added to the character&#039;s total and counts against their points cap. Details are listed in the Training and Research sections, respectively.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by external forces, rendering them a special character. Like XP, training and research, these abilities have a point value that counts against the character&#039;s points cap.&lt;br /&gt;
&lt;br /&gt;
Unlike those routes, they are almost always temporary or require regular upkeep. It is possible 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 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 Ether Spheres. Most enchantments are either strictly temporary, lasting a year or less, or require maintenance 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 they cherish, sometimes known as faction specials. Petitioners must undertake further trials at regular intervals to retain their gifts. This is the sole exception to the points cap; divine blessings can take a character over 100 XP.&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, agree terms, and — sooner or later — 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 disease — or simply break down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no prerequisites, 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 XP, training, research or magical investment increases a character&#039;s point total, with the sole exception of abilities granted by divine blessings (faction specials).&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: no normal mortal can have more than 100 XP total, including their initial 20 points.&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger. If you have an out of character 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;
&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters (e.g. by rising to master skill level in their study path), 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 a non-player character) no more than one 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5944</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5944"/>
		<updated>2026-04-28T03:58:20Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Training and Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren&#039;t limited to the 20 experience points (XP) they start with. Over time, they gain new skills or improve on the ones they know, learn new recipes and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the Renewal campaign is by three routes: with XP, through training and research, and by becoming a special character.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of XP granted after each event.&lt;br /&gt;
&lt;br /&gt;
These points may be spent on general and archetype skills just as they would at character creation, with similar need to meet any prerequisites and follow any stated limitations.&lt;br /&gt;
&lt;br /&gt;
XP is awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; XP 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 5 XP.&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 1 XP per event, for a maximum of 8 XP for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XP may be spent immediately after the event in which it is earned, or saved up for later use, along with any unspent points from character creation. Any unspent XP, whether earned or left over from character creation, is 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 character, not the player — it is possible, for example, for a player to receive 5 XP four times in a year, if their characters died every event.&lt;br /&gt;
&lt;br /&gt;
==Retirement==&lt;br /&gt;
&lt;br /&gt;
A player may choose to retire their character at any time, removing them from active play. Retired characters become non-player characters and may not be played again.&lt;br /&gt;
&lt;br /&gt;
Characters retiring with 60 or more XP grant a flat 8 bonus XP to the player&#039;s next character, who begins with 28 XP instead of the standard 20. This is a flat bonus and is not incremental based on how much XP is being retired.&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; The Bastion offers training in all the standard general and archetype skills appearing in this rulebook. Other organisations may offer different abilities in future. 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 (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation, questing and trials and other methods. Some research routes are already mapped out, but characters may forge wholly new paths, limited only by the laws of the world.&lt;br /&gt;
&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 one of these dedicated referees, although daily progress may in some cases be logged with other staff members.&lt;br /&gt;
&lt;br /&gt;
===Study Units===&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called study units. 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 XP, study units cannot be saved up. If a character doesn&#039;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;
===Study and XP===&lt;br /&gt;
&lt;br /&gt;
Abilities learned through study don&#039;t cost XP; players earn them through in-character effort during time in, tracked via study units. They do, however, have a value in points, which is added to the character&#039;s total and counts against their points cap. Details are listed in the Training and Research sections, respectively.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by external forces, rendering them a special character. Like XP, training and research, these abilities have a point value that counts against the character&#039;s points cap.&lt;br /&gt;
&lt;br /&gt;
Unlike those routes, they are almost always temporary or require regular upkeep. It is possible 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 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 Ether Spheres. Most enchantments are either strictly temporary, lasting a year or less, or require maintenance 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 they cherish, sometimes known as faction specials. Petitioners must undertake further trials at regular intervals to retain their gifts. This is the sole exception to the points cap; divine blessings can take a character over 100 XP.&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, agree terms, and — sooner or later — 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 disease — or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no prerequisites, 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 XP, training, research or magical investment increases a character&#039;s point total, with the sole exception of abilities granted by divine blessings (faction specials).&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: no normal mortal can have more than 100 XP total, including their initial 20 points.&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger. If you have an out of character 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;
&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters (e.g. by rising to master skill level in their study path), 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 a non-player character) no more than one 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5943</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5943"/>
		<updated>2026-04-28T03:58:04Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren&#039;t limited to the 20 experience points (XP) they start with. Over time, they gain new skills or improve on the ones they know, learn new recipes and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the Renewal campaign is by three routes: with XP, through training and research, and by becoming a special character.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of XP granted after each event.&lt;br /&gt;
&lt;br /&gt;
These points may be spent on general and archetype skills just as they would at character creation, with similar need to meet any prerequisites and follow any stated limitations.&lt;br /&gt;
&lt;br /&gt;
XP is awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; XP 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 5 XP.&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 1 XP per event, for a maximum of 8 XP for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XP may be spent immediately after the event in which it is earned, or saved up for later use, along with any unspent points from character creation. Any unspent XP, whether earned or left over from character creation, is 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 character, not the player — it is possible, for example, for a player to receive 5 XP four times in a year, if their characters died every event.&lt;br /&gt;
&lt;br /&gt;
==Retirement==&lt;br /&gt;
&lt;br /&gt;
A player may choose to retire their character at any time, removing them from active play. Retired characters become non-player characters and may not be played again.&lt;br /&gt;
&lt;br /&gt;
Characters retiring with 60 or more XP grant a flat 8 bonus XP to the player&#039;s next character, who begins with 28 XP instead of the standard 20. This is a flat bonus and is not incremental based on how much XP is being retired.&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; The Bastion offers training in all the standard general and archetype skills appearing in this rulebook. Other organisations may offer different abilities in future. 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 (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation, questing and trials and other methods. Some research routes are already mapped out, but characters may forge wholly new paths, limited only by the laws of the world.&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 one of these dedicated referees, although daily progress may in some cases be logged with other staff members.&lt;br /&gt;
&lt;br /&gt;
===Study Units===&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called study units. 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 XP, study units cannot be saved up. If a character doesn&#039;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;
===Study and XP===&lt;br /&gt;
&lt;br /&gt;
Abilities learned through study don&#039;t cost XP; players earn them through in-character effort during time in, tracked via study units. They do, however, have a value in points, which is added to the character&#039;s total and counts against their points cap. Details are listed in the Training and Research sections, respectively.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by external forces, rendering them a special character. Like XP, training and research, these abilities have a point value that counts against the character&#039;s points cap.&lt;br /&gt;
&lt;br /&gt;
Unlike those routes, they are almost always temporary or require regular upkeep. It is possible 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 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 Ether Spheres. Most enchantments are either strictly temporary, lasting a year or less, or require maintenance 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 they cherish, sometimes known as faction specials. Petitioners must undertake further trials at regular intervals to retain their gifts. This is the sole exception to the points cap; divine blessings can take a character over 100 XP.&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, agree terms, and — sooner or later — 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 disease — or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no prerequisites, 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 XP, training, research or magical investment increases a character&#039;s point total, with the sole exception of abilities granted by divine blessings (faction specials).&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: no normal mortal can have more than 100 XP total, including their initial 20 points.&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger. If you have an out of character 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;
&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters (e.g. by rising to master skill level in their study path), 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 a non-player character) no more than one 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5942</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5942"/>
		<updated>2026-04-28T03:57:49Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren&#039;t limited to the 20 experience points (XP) they start with. Over time, they gain new skills or improve on the ones they know, learn new recipes and rites, and grow in power through blessings and enchantments.&lt;br /&gt;
&lt;br /&gt;
Progression in the Renewal campaign is by three routes: with XP, through training and research, and by becoming a special character.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Every character gains fresh insight or learns from their errors, simply through having adventures and surviving battles. This growth is represented by an award of XP granted after each event.&lt;br /&gt;
&lt;br /&gt;
These points may be spent on general and archetype skills just as they would at character creation, with similar need to meet any prerequisites and follow any stated limitations.&lt;br /&gt;
&lt;br /&gt;
XP is awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Main Events Only:&#039;&#039;&#039; XP 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 5 XP.&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 1 XP per event, for a maximum of 8 XP for a character in any one year.&lt;br /&gt;
&lt;br /&gt;
XP may be spent immediately after the event in which it is earned, or saved up for later use, along with any unspent points from character creation. Any unspent XP, whether earned or left over from character creation, is 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 character, not the player — it is possible, for example, for a player to receive 5 XP four times in a year, if their characters died every event.&lt;br /&gt;
&lt;br /&gt;
==Retirement==&lt;br /&gt;
&lt;br /&gt;
A player may choose to retire their character at any time, removing them from active play. Retired characters become non-player characters and may not be played again.&lt;br /&gt;
&lt;br /&gt;
Characters retiring with 60 or more XP grant a flat 8 bonus XP to the player&#039;s next character, who begins with 28 XP instead of the standard 20. This is a flat bonus and is not incremental based on how much XP is being retired.&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; The Bastion offers training in all the standard general and archetype skills appearing in this rulebook. Other organisations may offer different abilities in future. 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 (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation, questing and trials and other methods. Some research routes are already mapped out, but characters may forge wholly new paths, limited only by the laws of the world.&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 one of these dedicated referees, although daily progress may in some cases be logged with other staff members.&lt;br /&gt;
&lt;br /&gt;
===Study Units===&lt;br /&gt;
&lt;br /&gt;
Training and research are both tracked by a resource called study units. 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 XP, study units cannot be saved up. If a character doesn&#039;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;
===Study and XP===&lt;br /&gt;
&lt;br /&gt;
Abilities learned through study don&#039;t cost XP; players earn them through in-character effort during time in, tracked via study units. They do, however, have a value in points, which is added to the character&#039;s total and counts against their points cap. Details are listed in the Training and Research sections, respectively.&lt;br /&gt;
&lt;br /&gt;
==Special Characters==&lt;br /&gt;
&lt;br /&gt;
Characters can also be empowered by external forces, rendering them a special character. Like XP, training and research, these abilities have a point value that counts against the character&#039;s points cap.&lt;br /&gt;
&lt;br /&gt;
Unlike those routes, they are almost always temporary or require regular upkeep. It is possible 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 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 Ether Spheres. Most enchantments are either strictly temporary, lasting a year or less, or require maintenance 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 they cherish, sometimes known as faction specials. Petitioners must undertake further trials at regular intervals to retain their gifts. This is the sole exception to the points cap; divine blessings can take a character over 100 XP.&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, agree terms, and — sooner or later — 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 disease — or simply break down.&lt;br /&gt;
&lt;br /&gt;
Abilities gained by these routes have no prerequisites, 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 XP, training, research or magical investment increases a character&#039;s point total, with the sole exception of abilities granted by divine blessings (faction specials).&lt;br /&gt;
&lt;br /&gt;
There is a limit to this progress: no normal mortal can have more than 100 XP total, including their initial 20 points.&lt;br /&gt;
&lt;br /&gt;
Routes exist in play to forget skills or re-spend points, usually at some cost, difficulty or danger. If you have an out of character 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;
&lt;br /&gt;
A character may be allowed to exceed the standard points cap, or otherwise step outside normal restrictions on characters (e.g. by rising to master skill level in their study path), 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 a non-player character) no more than one 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5941</id>
		<title>Character Progression</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Progression&amp;diff=5941"/>
		<updated>2026-04-28T03:51:59Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters aren’t limited to the 20 experience points worth of skills they start with. Over time, they gain new skills or improve on the ones they know, learn new recipes 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 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;  &#039;&#039;&#039;( or XP)&#039;&#039;&#039; granted after each event.&lt;br /&gt;
&lt;br /&gt;
These points may be spent on [[Character Creation#General Skills|&#039;&#039;&#039;general&#039;&#039;&#039;]] and [[Character Creation#Archetype Skills|&#039;&#039;&#039;archetype&#039;&#039;&#039;]] skills just as they would at character creation, with similar need to meet any prerequisites and follow any stated limitations.&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 experience points, whether earned 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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retirement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player may choose to retire their character at any time, removing them from active play. Retired characters become [[General Rules#Non-Player Characters|&#039;&#039;&#039;non-player characters&#039;&#039;&#039;]] and may not be played again.&lt;br /&gt;
&lt;br /&gt;
Characters retiring with &#039;&#039;&#039;60 or more experience points&#039;&#039;&#039; grant a flat &#039;&#039;&#039;8 bonus experience points&#039;&#039;&#039; to the player&#039;s next character, who begins with &#039;&#039;&#039;28 experience points&#039;&#039;&#039; instead of the standard 20.&lt;br /&gt;
&lt;br /&gt;
This is a flat bonus and is not incremental based on how much experience is being retired.&lt;br /&gt;
|}&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; The [[Other Organisations#The Bastion|Bastion]] offers training in all the standard [[Character Creation#General Skills|general]] and [[Character Creation#Archetype Skills|archetype]] skills appearing in this rulebook. Other organisations may offer different abilities in future. 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 &#039;&#039;new&#039;&#039; abilities (such as new alchemical recipes or magical rites), or improve on abilities they already know, through independent investigation and experimentation, questing and trials and other methods. Some research routes are already mapped out, but characters may forge wholly new paths, limited only by the laws of the world.&lt;br /&gt;
&lt;br /&gt;
Training and research are overseen by dedicated [[General Rules#Referees|&#039;&#039;&#039;training&#039;&#039;&#039; and &#039;&#039;&#039;research referees&#039;&#039;&#039;]]. Every project must in the first instance be registered with one of these dedicated referees, although daily progress may in some cases be logged with other staff members.&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 &#039;&#039;each project&#039;&#039;, for a total of two and a half hours a day.&lt;br /&gt;
&lt;br /&gt;
Unlike experience points, 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;
====Study and Experience Points====&lt;br /&gt;
&lt;br /&gt;
Abilities learned through study don’t &#039;&#039;cost&#039;&#039; experience points; players earn them through in-character effort during &#039;&#039;&#039;time in&#039;&#039;&#039;, tracked via [[#Study Units|study units]]. They do, however, have a &#039;&#039;value&#039;&#039; in points, which is added to the character’s total and counts against their [[Character Progression#Points Cap|points cap]]. Details are listed in the [[Training#Experience Points|Training]] and [[Research#Experience Points|Research]] sections, respectively.&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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] 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 (e.g. by rising to [[Research#Complexity and Skill Level|master]] skill level in their study path), 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 a [[General Rules#Non-Player Characters|&#039;&#039;&#039;non-player character&#039;&#039;&#039;]]) no more than &#039;&#039;&#039;one calendar year&#039;&#039;&#039; 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Immune_to_Fear&amp;diff=5940</id>
		<title>Immune to Fear</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Immune_to_Fear&amp;diff=5940"/>
		<updated>2026-04-28T03:39:59Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Immune to Fear&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Fearlessness]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words|| Archetype / Warrior / Permanent&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character is &#039;&#039;&#039;[[Combat#Immunity|immune]]&#039;&#039;&#039; to [[Calls#Spiritual Effects|fear]] effects from most sources, whether magical or mundane. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This skill does not grant resistance or immunity to [[Calls#Terror|Terror]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Any character may possess a maximum total of &#039;&#039;three&#039;&#039; immunities of all kinds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls_List&amp;diff=5939</id>
		<title>Calls List</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls_List&amp;diff=5939"/>
		<updated>2026-04-28T03:34:31Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Spiritual Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Calls=&lt;br /&gt;
&lt;br /&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. &amp;quot;The person in the red tabard!&amp;quot;).&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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. Calls are an integral part of the rules, and misusing them can disrupt play and impact other participants&#039; games.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target&#039;s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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&#039;s weapon aside (carefully) &#039;&#039;without&#039;&#039; calling &#039;&#039;Strength&#039;&#039;, then 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&#039;s intention.&lt;br /&gt;
&lt;br /&gt;
A player or monster found repeatedly treating this as a &amp;quot;loophole&amp;quot; – 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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&#039;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; id=&amp;quot;Magical and Mundane Damage Calls&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&#039;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&#039;s effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Damage Type====&lt;br /&gt;
&lt;br /&gt;
An attack&#039;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&#039;t affect how much damage the attack does – the target&#039;s [[Combat#Damage Immunity|immunities or vulnerabilities]], if any, determine how they&#039;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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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 &amp;quot;star metal&amp;quot;; 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&#039;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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target&#039;s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; may be restored by a few seconds&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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&#039;s withering hex) or equivalent magical attacks (e.g. a dragon&#039;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 &amp;quot;dodged&amp;quot; or &amp;quot;parried&amp;quot; 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 [[#Storms and Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith&#039;s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot &amp;quot;stack&amp;quot; them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk&#039;s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire&#039;s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist&#039;s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect&#039;s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target&#039;s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The named held item must be immediately dropped by the target creature and cannot be picked up by anyone for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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 &amp;quot;looting a corpse.&amp;quot; This requires around 30 seconds&#039; 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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || Lesser || The target creature must obey the specified &#039;&#039;&#039;one-word&#039;&#039;&#039; command (which must be a verb, e.g. &amp;quot;run,&amp;quot; &amp;quot;dance,&amp;quot; &amp;quot;kneel&amp;quot;) 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&#039;t prevent them obeying the command. Any physical blow or magical attack breaks the spell immediately.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Confusion&#039;&#039; || 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. Any physical blow or magical attack, from any source, breaks the spell immediately.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || Exalted || The target creature&#039;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;
| &#039;&#039;Terror&#039;&#039; || Exalted || The target creature must move away from the area at a clear, consistent pace for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;. If it is physically impossible for the target to leave, they must cower and may only parry blows, not attack, for the duration. This can be resisted with the skill [[Resist Terror]]. &#039;&#039;Terror&#039;&#039; is often deployed as an area effect; it affects every character within &#039;&#039;&#039;10ft/3m&#039;&#039;&#039; of the designated target.&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&#039;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&#039;s shoulder and calling &#039;&#039;Possession&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
While the possessing spirit is in control, they can move the host&#039;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&#039;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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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&#039;s limbs or senses but don&#039;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&#039;s thoughts or emotions but don&#039;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;
:* &#039;&#039;&#039;Terror&#039;&#039;&#039; is a special exalted mind effect, which must be resisted with [[Resist Terror]] rather than [[Iron Will]] or [[Fearlessness]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
===Delivering the effect===&lt;br /&gt;
&lt;br /&gt;
* Offensive touch effects must be delivered by making brief, deliberate physical contact with the target. The caster should be slow and intentional in their approach — touch attacks should be clearly telegraphed and never resemble a slap, shove or grab.&lt;br /&gt;
* The caster delivers the effect by making contact and making the call. If the touch misses or is physically avoided, the effect fails and any associated resources are spent.&lt;br /&gt;
* As with all touch attacks, the effect occurs at the moment the caster makes the call.&lt;br /&gt;
&lt;br /&gt;
===Holding the effect===&lt;br /&gt;
&lt;br /&gt;
* Some spells or effects have a hold period. On completing the vocals, the caster may &amp;quot;hold&amp;quot; the effect for up to 15 seconds to get into position to deliver the touch.&lt;br /&gt;
* If the caster does not deliver the effect within those 15 seconds, the effect is wasted (along with any associated resources).&lt;br /&gt;
* If the caster casts any other spell or uses any other skill during this time (e.g. to counter another spell), the held effect is immediately lost and any associated resources are spent.&lt;br /&gt;
&lt;br /&gt;
===Countering and resisting===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as [[Iron Body]]).&lt;br /&gt;
&lt;br /&gt;
==Storms and Mass Effects==&lt;br /&gt;
&lt;br /&gt;
There are two types of large-scale area effect in the game: &#039;&#039;&#039;mass spells&#039;&#039;&#039; and &#039;&#039;&#039;storms&#039;&#039;&#039;. While both affect multiple targets, they work differently and interact differently with defensive abilities.&lt;br /&gt;
&lt;br /&gt;
===Mass Spells===&lt;br /&gt;
&lt;br /&gt;
Mass spells (indicated by the call &#039;&#039;Mass&#039;&#039;) are multiple individual spell effects cast simultaneously. They always originate from the caster themselves.&lt;br /&gt;
&lt;br /&gt;
:* Mass versions of &#039;&#039;&#039;lesser&#039;&#039;&#039; calls affect everyone within &#039;&#039;&#039;30ft/10m&#039;&#039;&#039; of the caster.&lt;br /&gt;
:* Mass versions of &#039;&#039;&#039;greater&#039;&#039;&#039; calls affect everyone within &#039;&#039;&#039;10ft/3m&#039;&#039;&#039; of the caster.&lt;br /&gt;
&lt;br /&gt;
Each target can [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect individually, at the original level of the spell:&lt;br /&gt;
:* A &#039;&#039;&#039;lesser&#039;&#039;&#039; mass spell can be countered with &#039;&#039;[[Countermagic]]&#039;&#039;&lt;br /&gt;
:* A &#039;&#039;&#039;greater&#039;&#039;&#039; mass spell can be countered with &#039;&#039;[[Greater Countermagic]]&#039;&#039;&lt;br /&gt;
:* An &#039;&#039;&#039;exalted&#039;&#039;&#039; mass spell can be countered with &#039;&#039;[[Nullify]]&#039;&#039;&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 call 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;
===Storms===&lt;br /&gt;
&lt;br /&gt;
Storms are powerful battle-team deployed area effects, including &#039;&#039;[[Elemental Storm]]&#039;&#039; and &#039;&#039;[[Spirit Storm]]&#039;&#039;. A storm affects a &#039;&#039;&#039;10ft/3m radius&#039;&#039;&#039; centred on a target up to &#039;&#039;&#039;30ft/10m&#039;&#039;&#039; from the caster.&lt;br /&gt;
&lt;br /&gt;
Storms are &#039;&#039;&#039;beyond exalted level&#039;&#039;&#039; and interact with defences differently from mass spells:&lt;br /&gt;
&lt;br /&gt;
:* Storms &#039;&#039;&#039;cannot&#039;&#039;&#039; be nullified with &#039;&#039;[[Nullify]]&#039;&#039;&lt;br /&gt;
:* Storms &#039;&#039;&#039;cannot&#039;&#039;&#039; be individually countered with &#039;&#039;[[Countermagic]]&#039;&#039;, &#039;&#039;[[Greater Countermagic]]&#039;&#039; or &#039;&#039;[[Nullify]]&#039;&#039;&lt;br /&gt;
:* The effect of a storm on an individual target &#039;&#039;&#039;can&#039;&#039;&#039; be resisted with &#039;&#039;[[Resist Exalted Magic]]&#039;&#039;&lt;br /&gt;
:* Characters may research the ability to nullify a storm, but this is not available with starting skills&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;Why Can&#039;t Storms Be Countered?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A mass spell is multiple individual spells going off at once – &#039;&#039;[[Countermagic]]&#039;&#039; allows you to counter the individual spell targeting you within the mass.&lt;br /&gt;
&lt;br /&gt;
A storm is a single phenomenal effect, not a collection of individual spells. &#039;&#039;[[Resist Exalted Magic]]&#039;&#039; allows you to negate the damage to yourself individually, but there is no individual spell to counter – the magic behind the storm is beyond the scope of standard countermagic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Mass Spell !! Storm&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Origin Point&#039;&#039;&#039; || Caster || Target up to 30ft/10m from caster&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Area of Effect&#039;&#039;&#039; || 30ft/10m (lesser) or 10ft/3m (greater) radius from caster || 10ft/3m radius from target point&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counter with Nullify?&#039;&#039;&#039; || Yes (exalted) || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Counter with Countermagic?&#039;&#039;&#039; || Yes (at spell level) || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resist with Resist Exalted Magic?&#039;&#039;&#039; || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Examples&#039;&#039;&#039; || &#039;&#039;Mass Confusion&#039;&#039;, &#039;&#039;Mass Strike Down&#039;&#039; || &#039;&#039;Elemental Storm&#039;&#039;, &#039;&#039;Spirit Storm&#039;&#039;&lt;br /&gt;
|}&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&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=5938</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=5938"/>
		<updated>2026-04-28T03:27:29Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Spells and Abilities vs Magic Items */&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; style=&amp;quot;background-color: #ECE2FF&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|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&#039; [https://www.curiouspastimes.co.uk/website/socials 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 [[Long Weapons|larger weapons]], [[Two Weapons|two weapons]] or a weapon and [[Shield|shield]] requires specific skills. All weapons must be constructed to [[LARP Weapons|specific standards]] and regularly checked for safety and suitability.&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 [[Combat#Representing Armour|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;
:* &#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 do not 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;
:* &#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&#039;s laboratory]], a [[Crafting#Workshops|crafter&#039;s workshop]] or a [[Surgery#Surgeon&#039;s Beds|surgeon&#039;s bed]]. At minimum, a workspace should include a surface to work on, such as a table, bench, mat or bed, and at least three tools, fixtures or fittings as appropriate.&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 and Traps|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;
Equipment should always be represented by a &#039;&#039;&#039;phys rep&#039;&#039;&#039; where possible. It is understood that a player may not have a phys rep to hand for a newly crafted item, but they must source a phys rep before making use of any item or benefiting from its effects.&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 and similar. Armour that has taken [[Combat#Armour Hits|hits in battle]] is always considered damaged.&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;
:* &#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;
The requirements for repairing items depend on the degree of damage, as follows.&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Damaged&#039;&#039;&#039; 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.&lt;br /&gt;
:* &#039;&#039;&#039;Broken&#039;&#039;&#039; items must be substantially recrafted, at a cost in work units and materials.&lt;br /&gt;
:* &#039;&#039;&#039;Destroyed&#039;&#039;&#039; items cannot be repaired, but must be created again from scratch.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (such as an alchemist&#039;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;
See &#039;&#039;[[Crafting#Repairing Crafted Items|Repairing Crafted Items]]&#039;&#039; for more details.&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 of 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. Players never need to spend in-character money or resources on standard equipment; a crafter can simply roleplay making or repairing it in their workspace, without spending [[Creation#Work Units|work units]] or materials (although costs for making some common items are [[Crafting Designs|listed]] for those who wish to do so). It requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; but no item card.&lt;br /&gt;
:* &#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; Higher quality &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items always have an in-character cost, and need to be purchased from traders or made by a skilled crafter using work units and materials. Mastercrafted equipment generally grants some skill bonus or enhances magical or other effects. Such items must have an [[#Item Tracking|item card]], which may need to be presented to a referee to receive any bonus.&lt;br /&gt;
:* &#039;&#039;&#039;Ornate and Signature:&#039;&#039;&#039; Richly decorated [[Crafting#Ornate Items|&#039;&#039;&#039;ornate&#039;&#039;&#039;]] items are plated or inlaid with precious metals, inset with gems, baroqued with fine carvings and embellishments and similar, 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 mastercrafted 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;
:* &#039;&#039;&#039;Silver, Cold Iron and Other Materials:&#039;&#039;&#039; In a world where werewolves and magical beasts are real, 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 [[Calls#Damage Type|special damage calls]], and cold iron items in particular are immune to magic. Like mastercrafted 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 [[Crafting#Maintaining Crafted Items|maintained]] using [[Crafting#Repair Kits|repair kits]]. An item which has expired can be [[Crafting#Restoring Crafted Items|restored]], at a greater cost.&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;Superior Items Deprecated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All superior quality items have been deprecated. Existing superior items will be treated as [[#Equipment Quality|mastercrafted]] and can be maintained as mastercrafted items using [[Crafting#Repair Kits|repair kits]]. All undated superior items will expire in May 2028 by default.&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;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 [[Combat#Immunity|immune]]&#039;&#039;&#039; to direct magical effects, including spells or magical abilities that alter (such as &#039;&#039;[[Transmute]]&#039;&#039;), damage (such as &#039;&#039;[[Shatter]]&#039;&#039;), enhance (such as &#039;&#039;[[Corporeal Weapon]]&#039;&#039;) or repair items (such as &#039;&#039;[[Mend]]&#039;&#039;). Cold iron cannot be enchanted or invested by [[Invocation]], [[Conjunctional Magic|Thaumaturgy]], [[Rituals|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 does not apply to abilities that use the &#039;&#039;[[Calls#Special Modifiers|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 (such as a staff with a [[Calls#Damage Calls|special damage call]]) or to the wielder (such as an amulet that grants an extra [[Combat#Physical Hits|physical 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. Note that at will enchantments still require [[Spellcasting#Vocal Component|vocal components]], if relevant.&lt;br /&gt;
:* &#039;&#039;&#039;Uses Per Day and Magic Points:&#039;&#039;&#039; Some items can be used a certain number of &#039;&#039;&#039;times per day&#039;&#039;&#039;, or have a pool of [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]] that can be spent on the item&#039;s powers (unless the item card says otherwise, magic points can only be used to activate the item&#039;s listed 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 (for a total of three times), not three times by each character. The pool refreshes each day; unused points or uses do not carry over.&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 does not expire; trinkets expire at the end of the day they are created). Unless the item card says otherwise, charged items cannot be recharged; once the last charge is expended, the enchantment ends (and, in some cases, 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 (although some can be [[Rituals#Ritual Bonds and Maintenance|&#039;&#039;&#039;maintained&#039;&#039;&#039;]]), becoming mundane items again or being destroyed altogether.&lt;br /&gt;
&lt;br /&gt;
Most items can be used by any character, but some are more restricted:&lt;br /&gt;
&lt;br /&gt;
:* An item may require a specific &#039;&#039;&#039;[[Skills List|skill]]&#039;&#039;&#039; to use, generally relevant to the enchantment (such as a hammer that grants bonus [[Creation#Work Units|work units]] that must be used by a character with [[Blacksmith]] skill).&lt;br /&gt;
:* Unless the item card says otherwise, weapons always require the relevant combat skill to wield.&lt;br /&gt;
:* Items may instead be &#039;&#039;&#039;bound&#039;&#039;&#039; to a specific user, or group of users.&lt;br /&gt;
&lt;br /&gt;
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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
====Spells and Abilities vs Magic Items====&lt;br /&gt;
&lt;br /&gt;
Enchanted items are immune to all spells and abilities that directly affect them, including those that alter or damage them (such as &lt;br /&gt;
[[Transmute]], [[Shatter]], or Mundane Shatter), regardless of whether the effect is magical or mundane in origin. This applies even to items &lt;br /&gt;
temporarily enchanted by spells and abilities such as [[Magic Armour]].&lt;br /&gt;
&lt;br /&gt;
Enchanted items are not immune to information spells (such as [[Detect Magic]]) or spells that affect them indirectly (such as &lt;br /&gt;
[[Telekinesis]] or [[Fumble]]).&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 powerful mystical properties, especially as weapons. Not every creature can be killed outright by the &#039;&#039;[[Calls#Damage Type|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 work 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;
Unlike equipment, consumables are rarely represented by &#039;&#039;&#039;phys reps&#039;&#039;&#039;, although any effort to represent them is applauded. Players may use or trade [[#Item Tracking|&#039;&#039;&#039;tearable cards&#039;&#039;&#039;]] without a phys rep if they are unable to suitably represent consumable items.&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 or using a martial skill, and are consumed in the process (they are 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 [[Alchemy|alchemist]] and variously drunk, rubbed onto the skin, inhaled, or applied via a weapon, [[Alchemy Recipes|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;
:* &#039;&#039;&#039;Trinkets and Sigil Stones:&#039;&#039;&#039; Crafted from various materials and invested via [[Invocation]], [[Crafting Designs#Charms|trinkets and sigil stones]] are small, disposable items, such as a wooden chip, a twist of wire, a glass disk or a leather thong, 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;
:* &#039;&#039;&#039;Scrolls:&#039;&#039;&#039; Drawn with [[Alchemy#Magical Inks|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 [[#Expiry|expire]].&lt;br /&gt;
&lt;br /&gt;
Resources can be acquired in many ways:&lt;br /&gt;
&lt;br /&gt;
:* Bought or bartered from non-player characters&lt;br /&gt;
:* Looted from monsters or otherwise gained as a reward from plot&lt;br /&gt;
:* Gained automatically through the [[Resources]] skill&lt;br /&gt;
:* Gathered in play by the skills [[Foraging]], [[Gathering]] or [[Scrounging]]&lt;br /&gt;
:* [[Surgery#Harvesting Living Creatures|Harvested]] from the bodies of fallen foes&lt;br /&gt;
&lt;br /&gt;
Some resources must be [[Ingredients and Materials#Finished Ingredients and Materials|refined]] from other resources, preparing them for later use in other processes.&lt;br /&gt;
&lt;br /&gt;
Resources include the following:&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;.&lt;br /&gt;
Some resources may bear a specific description on the card (for example, 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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Other Materials:&#039;&#039;&#039; Powders and candles, incense and oils, bandages 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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Staples, Bandages and Repair Kits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several special consumables exist to allow creators to store [[Creation#Work Units|work units]] to use in the field or for maintenance:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;[[Crafting Designs#Armour Staples|Armour Staples]]:&#039;&#039;&#039; Used by a blacksmith to quickly repair damaged armour in the field.&lt;br /&gt;
:* &#039;&#039;&#039;[[Surgery#Surgeon&#039;s Bandages|Surgeon&#039;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;
:* &#039;&#039;&#039;[[Crafting#Repair Kits|Repair Kits]]:&#039;&#039;&#039; Used to [[Crafting#Maintaining Crafted Items|maintain]] mastercrafted equipment, extending its useful life. Different types of repair kit exist for different materials and item types.&lt;br /&gt;
&lt;br /&gt;
Very skilled creators 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 [[#Equipment Quality|&#039;&#039;&#039;standard&#039;&#039;&#039; quality]] items (a player&#039;s personal phys reps), are labelled. These labels hold information about the items&#039; mechanical effects (if any), and are used for recording ownership and tracking charges and upkeep. They also play a role in [[Theft, Assassination and Interrogation#Theft|&#039;&#039;&#039;in-character theft&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Item Cards:&#039;&#039;&#039; Any mastercrafted 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. Where practical the card must be physically attached to the phys rep to benefit from the effects (it is understood that it may not be practical to attach cards to some items, such as rings).&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. The card is torn in half when the item is used, which means that the item has been used (and usually destroyed). Consumables do not necessarily need to have phys reps, but if they do, the card must be kept with the phys rep at all times.&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;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;
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;
:* &#039;&#039;&#039;Resources:&#039;&#039;&#039; By default, [[Ingredients and Materials#Raw Ingredients and Materials|raw resources]] spoil &#039;&#039;&#039;two years&#039;&#039;&#039; after harvesting, unless refined or used. [[Ingredients and Materials#Finished Ingredients and Materials|Finished resources]] spoil &#039;&#039;&#039;three years&#039;&#039;&#039; after refining, unless used.&lt;br /&gt;
:* &#039;&#039;&#039;Crafted Items:&#039;&#039;&#039; Mastercrafted items degrade to standard quality after &#039;&#039;&#039;three years&#039;&#039;&#039; unless [[Crafting#Maintaining Crafted Items|maintained]] with [[Crafting#Repair Kits|repair kits]]. Degraded items can be [[Crafting#Restoring Crafted Items|restored]] by skilled crafters.&lt;br /&gt;
:* &#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; [[Alchemy Recipes|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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Legacies:&#039;&#039;&#039; Legacy items are enchanted items fuelled by a faction&#039;s beliefs and identity. Their enchantments must be renewed every &#039;&#039;&#039;three years&#039;&#039;&#039; via a ritual. If not renewed, the enchantment ends and the item becomes a standard quality mundane item. See [[Rituals#Ritual_Bonds_and_Maintenance|Ritual Bonds and Maintenance]] for more information.&lt;br /&gt;
&lt;br /&gt;
The expiry date of any item is listed on the item card, along with any item-specific maintenance requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Standard crafted items do not have an expiry date and do not need to be maintained. Degraded mastercrafted items should be taken to GOD to be exchanged for the revised card. To restore degraded items, see [[Crafting#Restoring Crafted Items|Restoring Crafted Items]].&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 are not 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] to have the registered owner updated. This also facilitates the return of a stolen item&#039;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, such as a famed former ritualist&#039;s ceremonial robes, a book of scripture, or 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=5937</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=5937"/>
		<updated>2026-04-28T03:26:49Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Enchantment and Investment */&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; style=&amp;quot;background-color: #ECE2FF&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|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&#039; [https://www.curiouspastimes.co.uk/website/socials 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 [[Long Weapons|larger weapons]], [[Two Weapons|two weapons]] or a weapon and [[Shield|shield]] requires specific skills. All weapons must be constructed to [[LARP Weapons|specific standards]] and regularly checked for safety and suitability.&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 [[Combat#Representing Armour|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;
:* &#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 do not 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;
:* &#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&#039;s laboratory]], a [[Crafting#Workshops|crafter&#039;s workshop]] or a [[Surgery#Surgeon&#039;s Beds|surgeon&#039;s bed]]. At minimum, a workspace should include a surface to work on, such as a table, bench, mat or bed, and at least three tools, fixtures or fittings as appropriate.&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 and Traps|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;
Equipment should always be represented by a &#039;&#039;&#039;phys rep&#039;&#039;&#039; where possible. It is understood that a player may not have a phys rep to hand for a newly crafted item, but they must source a phys rep before making use of any item or benefiting from its effects.&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 and similar. Armour that has taken [[Combat#Armour Hits|hits in battle]] is always considered damaged.&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;
:* &#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;
The requirements for repairing items depend on the degree of damage, as follows.&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Damaged&#039;&#039;&#039; 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.&lt;br /&gt;
:* &#039;&#039;&#039;Broken&#039;&#039;&#039; items must be substantially recrafted, at a cost in work units and materials.&lt;br /&gt;
:* &#039;&#039;&#039;Destroyed&#039;&#039;&#039; items cannot be repaired, but must be created again from scratch.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (such as an alchemist&#039;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;
See &#039;&#039;[[Crafting#Repairing Crafted Items|Repairing Crafted Items]]&#039;&#039; for more details.&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 of 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. Players never need to spend in-character money or resources on standard equipment; a crafter can simply roleplay making or repairing it in their workspace, without spending [[Creation#Work Units|work units]] or materials (although costs for making some common items are [[Crafting Designs|listed]] for those who wish to do so). It requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; but no item card.&lt;br /&gt;
:* &#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; Higher quality &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items always have an in-character cost, and need to be purchased from traders or made by a skilled crafter using work units and materials. Mastercrafted equipment generally grants some skill bonus or enhances magical or other effects. Such items must have an [[#Item Tracking|item card]], which may need to be presented to a referee to receive any bonus.&lt;br /&gt;
:* &#039;&#039;&#039;Ornate and Signature:&#039;&#039;&#039; Richly decorated [[Crafting#Ornate Items|&#039;&#039;&#039;ornate&#039;&#039;&#039;]] items are plated or inlaid with precious metals, inset with gems, baroqued with fine carvings and embellishments and similar, 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 mastercrafted 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;
:* &#039;&#039;&#039;Silver, Cold Iron and Other Materials:&#039;&#039;&#039; In a world where werewolves and magical beasts are real, 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 [[Calls#Damage Type|special damage calls]], and cold iron items in particular are immune to magic. Like mastercrafted 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 [[Crafting#Maintaining Crafted Items|maintained]] using [[Crafting#Repair Kits|repair kits]]. An item which has expired can be [[Crafting#Restoring Crafted Items|restored]], at a greater cost.&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;Superior Items Deprecated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All superior quality items have been deprecated. Existing superior items will be treated as [[#Equipment Quality|mastercrafted]] and can be maintained as mastercrafted items using [[Crafting#Repair Kits|repair kits]]. All undated superior items will expire in May 2028 by default.&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;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 [[Combat#Immunity|immune]]&#039;&#039;&#039; to direct magical effects, including spells or magical abilities that alter (such as &#039;&#039;[[Transmute]]&#039;&#039;), damage (such as &#039;&#039;[[Shatter]]&#039;&#039;), enhance (such as &#039;&#039;[[Corporeal Weapon]]&#039;&#039;) or repair items (such as &#039;&#039;[[Mend]]&#039;&#039;). Cold iron cannot be enchanted or invested by [[Invocation]], [[Conjunctional Magic|Thaumaturgy]], [[Rituals|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 does not apply to abilities that use the &#039;&#039;[[Calls#Special Modifiers|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 (such as a staff with a [[Calls#Damage Calls|special damage call]]) or to the wielder (such as an amulet that grants an extra [[Combat#Physical Hits|physical 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. Note that at will enchantments still require [[Spellcasting#Vocal Component|vocal components]], if relevant.&lt;br /&gt;
:* &#039;&#039;&#039;Uses Per Day and Magic Points:&#039;&#039;&#039; Some items can be used a certain number of &#039;&#039;&#039;times per day&#039;&#039;&#039;, or have a pool of [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]] that can be spent on the item&#039;s powers (unless the item card says otherwise, magic points can only be used to activate the item&#039;s listed 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 (for a total of three times), not three times by each character. The pool refreshes each day; unused points or uses do not carry over.&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 does not expire; trinkets expire at the end of the day they are created). Unless the item card says otherwise, charged items cannot be recharged; once the last charge is expended, the enchantment ends (and, in some cases, 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 (although some can be [[Rituals#Ritual Bonds and Maintenance|&#039;&#039;&#039;maintained&#039;&#039;&#039;]]), becoming mundane items again or being destroyed altogether.&lt;br /&gt;
&lt;br /&gt;
Most items can be used by any character, but some are more restricted:&lt;br /&gt;
&lt;br /&gt;
:* An item may require a specific &#039;&#039;&#039;[[Skills List|skill]]&#039;&#039;&#039; to use, generally relevant to the enchantment (such as a hammer that grants bonus [[Creation#Work Units|work units]] that must be used by a character with [[Blacksmith]] skill).&lt;br /&gt;
:* Unless the item card says otherwise, weapons always require the relevant combat skill to wield.&lt;br /&gt;
:* Items may instead be &#039;&#039;&#039;bound&#039;&#039;&#039; to a specific user, or group of users.&lt;br /&gt;
&lt;br /&gt;
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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities vs Magic Items===&lt;br /&gt;
&lt;br /&gt;
Enchanted items are immune to all spells and abilities that directly affect them, including those that alter or damage them (such as &lt;br /&gt;
[[Transmute]], [[Shatter]], or Mundane Shatter), regardless of whether the effect is magical or mundane in origin. This applies even to items &lt;br /&gt;
temporarily enchanted by spells and abilities such as [[Magic Armour]].&lt;br /&gt;
&lt;br /&gt;
Enchanted items are not immune to information spells (such as [[Detect Magic]]) or spells that affect them indirectly (such as &lt;br /&gt;
[[Telekinesis]] or [[Fumble]]).&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 powerful mystical properties, especially as weapons. Not every creature can be killed outright by the &#039;&#039;[[Calls#Damage Type|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 work 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;
Unlike equipment, consumables are rarely represented by &#039;&#039;&#039;phys reps&#039;&#039;&#039;, although any effort to represent them is applauded. Players may use or trade [[#Item Tracking|&#039;&#039;&#039;tearable cards&#039;&#039;&#039;]] without a phys rep if they are unable to suitably represent consumable items.&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 or using a martial skill, and are consumed in the process (they are 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 [[Alchemy|alchemist]] and variously drunk, rubbed onto the skin, inhaled, or applied via a weapon, [[Alchemy Recipes|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;
:* &#039;&#039;&#039;Trinkets and Sigil Stones:&#039;&#039;&#039; Crafted from various materials and invested via [[Invocation]], [[Crafting Designs#Charms|trinkets and sigil stones]] are small, disposable items, such as a wooden chip, a twist of wire, a glass disk or a leather thong, 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;
:* &#039;&#039;&#039;Scrolls:&#039;&#039;&#039; Drawn with [[Alchemy#Magical Inks|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 [[#Expiry|expire]].&lt;br /&gt;
&lt;br /&gt;
Resources can be acquired in many ways:&lt;br /&gt;
&lt;br /&gt;
:* Bought or bartered from non-player characters&lt;br /&gt;
:* Looted from monsters or otherwise gained as a reward from plot&lt;br /&gt;
:* Gained automatically through the [[Resources]] skill&lt;br /&gt;
:* Gathered in play by the skills [[Foraging]], [[Gathering]] or [[Scrounging]]&lt;br /&gt;
:* [[Surgery#Harvesting Living Creatures|Harvested]] from the bodies of fallen foes&lt;br /&gt;
&lt;br /&gt;
Some resources must be [[Ingredients and Materials#Finished Ingredients and Materials|refined]] from other resources, preparing them for later use in other processes.&lt;br /&gt;
&lt;br /&gt;
Resources include the following:&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;.&lt;br /&gt;
Some resources may bear a specific description on the card (for example, 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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Other Materials:&#039;&#039;&#039; Powders and candles, incense and oils, bandages 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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Staples, Bandages and Repair Kits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several special consumables exist to allow creators to store [[Creation#Work Units|work units]] to use in the field or for maintenance:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;[[Crafting Designs#Armour Staples|Armour Staples]]:&#039;&#039;&#039; Used by a blacksmith to quickly repair damaged armour in the field.&lt;br /&gt;
:* &#039;&#039;&#039;[[Surgery#Surgeon&#039;s Bandages|Surgeon&#039;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;
:* &#039;&#039;&#039;[[Crafting#Repair Kits|Repair Kits]]:&#039;&#039;&#039; Used to [[Crafting#Maintaining Crafted Items|maintain]] mastercrafted equipment, extending its useful life. Different types of repair kit exist for different materials and item types.&lt;br /&gt;
&lt;br /&gt;
Very skilled creators 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 [[#Equipment Quality|&#039;&#039;&#039;standard&#039;&#039;&#039; quality]] items (a player&#039;s personal phys reps), are labelled. These labels hold information about the items&#039; mechanical effects (if any), and are used for recording ownership and tracking charges and upkeep. They also play a role in [[Theft, Assassination and Interrogation#Theft|&#039;&#039;&#039;in-character theft&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Item Cards:&#039;&#039;&#039; Any mastercrafted 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. Where practical the card must be physically attached to the phys rep to benefit from the effects (it is understood that it may not be practical to attach cards to some items, such as rings).&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. The card is torn in half when the item is used, which means that the item has been used (and usually destroyed). Consumables do not necessarily need to have phys reps, but if they do, the card must be kept with the phys rep at all times.&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;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;
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;
:* &#039;&#039;&#039;Resources:&#039;&#039;&#039; By default, [[Ingredients and Materials#Raw Ingredients and Materials|raw resources]] spoil &#039;&#039;&#039;two years&#039;&#039;&#039; after harvesting, unless refined or used. [[Ingredients and Materials#Finished Ingredients and Materials|Finished resources]] spoil &#039;&#039;&#039;three years&#039;&#039;&#039; after refining, unless used.&lt;br /&gt;
:* &#039;&#039;&#039;Crafted Items:&#039;&#039;&#039; Mastercrafted items degrade to standard quality after &#039;&#039;&#039;three years&#039;&#039;&#039; unless [[Crafting#Maintaining Crafted Items|maintained]] with [[Crafting#Repair Kits|repair kits]]. Degraded items can be [[Crafting#Restoring Crafted Items|restored]] by skilled crafters.&lt;br /&gt;
:* &#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; [[Alchemy Recipes|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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Legacies:&#039;&#039;&#039; Legacy items are enchanted items fuelled by a faction&#039;s beliefs and identity. Their enchantments must be renewed every &#039;&#039;&#039;three years&#039;&#039;&#039; via a ritual. If not renewed, the enchantment ends and the item becomes a standard quality mundane item. See [[Rituals#Ritual_Bonds_and_Maintenance|Ritual Bonds and Maintenance]] for more information.&lt;br /&gt;
&lt;br /&gt;
The expiry date of any item is listed on the item card, along with any item-specific maintenance requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Standard crafted items do not have an expiry date and do not need to be maintained. Degraded mastercrafted items should be taken to GOD to be exchanged for the revised card. To restore degraded items, see [[Crafting#Restoring Crafted Items|Restoring Crafted Items]].&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 are not 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] to have the registered owner updated. This also facilitates the return of a stolen item&#039;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, such as a famed former ritualist&#039;s ceremonial robes, a book of scripture, or 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=5936</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=5936"/>
		<updated>2026-04-28T03:25:46Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Enchantment and Investment */&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; style=&amp;quot;background-color: #ECE2FF&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|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&#039; [https://www.curiouspastimes.co.uk/website/socials 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 [[Long Weapons|larger weapons]], [[Two Weapons|two weapons]] or a weapon and [[Shield|shield]] requires specific skills. All weapons must be constructed to [[LARP Weapons|specific standards]] and regularly checked for safety and suitability.&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 [[Combat#Representing Armour|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;
:* &#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 do not 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;
:* &#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&#039;s laboratory]], a [[Crafting#Workshops|crafter&#039;s workshop]] or a [[Surgery#Surgeon&#039;s Beds|surgeon&#039;s bed]]. At minimum, a workspace should include a surface to work on, such as a table, bench, mat or bed, and at least three tools, fixtures or fittings as appropriate.&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 and Traps|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;
Equipment should always be represented by a &#039;&#039;&#039;phys rep&#039;&#039;&#039; where possible. It is understood that a player may not have a phys rep to hand for a newly crafted item, but they must source a phys rep before making use of any item or benefiting from its effects.&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 and similar. Armour that has taken [[Combat#Armour Hits|hits in battle]] is always considered damaged.&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;
:* &#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;
The requirements for repairing items depend on the degree of damage, as follows.&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Damaged&#039;&#039;&#039; 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.&lt;br /&gt;
:* &#039;&#039;&#039;Broken&#039;&#039;&#039; items must be substantially recrafted, at a cost in work units and materials.&lt;br /&gt;
:* &#039;&#039;&#039;Destroyed&#039;&#039;&#039; items cannot be repaired, but must be created again from scratch.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (such as an alchemist&#039;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;
See &#039;&#039;[[Crafting#Repairing Crafted Items|Repairing Crafted Items]]&#039;&#039; for more details.&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 of 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. Players never need to spend in-character money or resources on standard equipment; a crafter can simply roleplay making or repairing it in their workspace, without spending [[Creation#Work Units|work units]] or materials (although costs for making some common items are [[Crafting Designs|listed]] for those who wish to do so). It requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; but no item card.&lt;br /&gt;
:* &#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; Higher quality &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items always have an in-character cost, and need to be purchased from traders or made by a skilled crafter using work units and materials. Mastercrafted equipment generally grants some skill bonus or enhances magical or other effects. Such items must have an [[#Item Tracking|item card]], which may need to be presented to a referee to receive any bonus.&lt;br /&gt;
:* &#039;&#039;&#039;Ornate and Signature:&#039;&#039;&#039; Richly decorated [[Crafting#Ornate Items|&#039;&#039;&#039;ornate&#039;&#039;&#039;]] items are plated or inlaid with precious metals, inset with gems, baroqued with fine carvings and embellishments and similar, 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 mastercrafted 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;
:* &#039;&#039;&#039;Silver, Cold Iron and Other Materials:&#039;&#039;&#039; In a world where werewolves and magical beasts are real, 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 [[Calls#Damage Type|special damage calls]], and cold iron items in particular are immune to magic. Like mastercrafted 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 [[Crafting#Maintaining Crafted Items|maintained]] using [[Crafting#Repair Kits|repair kits]]. An item which has expired can be [[Crafting#Restoring Crafted Items|restored]], at a greater cost.&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;Superior Items Deprecated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All superior quality items have been deprecated. Existing superior items will be treated as [[#Equipment Quality|mastercrafted]] and can be maintained as mastercrafted items using [[Crafting#Repair Kits|repair kits]]. All undated superior items will expire in May 2028 by default.&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;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 [[Combat#Immunity|immune]]&#039;&#039;&#039; to direct magical effects, including spells or magical abilities that alter (such as &#039;&#039;[[Transmute]]&#039;&#039;), damage (such as &#039;&#039;[[Shatter]]&#039;&#039;), enhance (such as &#039;&#039;[[Corporeal Weapon]]&#039;&#039;) or repair items (such as &#039;&#039;[[Mend]]&#039;&#039;). Cold iron cannot be enchanted or invested by [[Invocation]], [[Conjunctional Magic|Thaumaturgy]], [[Rituals|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 does not apply to abilities that use the &#039;&#039;[[Calls#Special Modifiers|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 (such as a staff with a [[Calls#Damage Calls|special damage call]]) or to the wielder (such as an amulet that grants an extra [[Combat#Physical Hits|physical 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. Note that at will enchantments still require [[Spellcasting#Vocal Component|vocal components]], if relevant.&lt;br /&gt;
:* &#039;&#039;&#039;Uses Per Day and Magic Points:&#039;&#039;&#039; Some items can be used a certain number of &#039;&#039;&#039;times per day&#039;&#039;&#039;, or have a pool of [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]] that can be spent on the item&#039;s powers (unless the item card says otherwise, magic points can only be used to activate the item&#039;s listed 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 (for a total of three times), not three times by each character. The pool refreshes each day; unused points or uses do not carry over.&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 does not expire; trinkets expire at the end of the day they are created). Unless the item card says otherwise, charged items cannot be recharged; once the last charge is expended, the enchantment ends (and, in some cases, 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 (although some can be [[Rituals#Ritual Bonds and Maintenance|&#039;&#039;&#039;maintained&#039;&#039;&#039;]]), becoming mundane items again or being destroyed altogether.&lt;br /&gt;
&lt;br /&gt;
Most items can be used by any character, but some are more restricted:&lt;br /&gt;
&lt;br /&gt;
:* An item may require a specific &#039;&#039;&#039;[[Skills List|skill]]&#039;&#039;&#039; to use, generally relevant to the enchantment (such as a hammer that grants bonus [[Creation#Work Units|work units]] that must be used by a character with [[Blacksmith]] skill).&lt;br /&gt;
:* Unless the item card says otherwise, weapons always require the relevant combat skill to wield.&lt;br /&gt;
:* Items may instead be &#039;&#039;&#039;bound&#039;&#039;&#039; to a specific user, or group of users.&lt;br /&gt;
&lt;br /&gt;
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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spells vs. Magic Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities vs Magic Items===&lt;br /&gt;
&lt;br /&gt;
Enchanted items are immune to all spells and abilities that directly affect them, including those that alter or damage them (such as &lt;br /&gt;
[[Transmute]], [[Shatter]], or Mundane Shatter), regardless of whether the effect is magical or mundane in origin. This applies even to items &lt;br /&gt;
temporarily enchanted by spells and abilities such as [[Magic Armour]].&lt;br /&gt;
&lt;br /&gt;
Enchanted items are not immune to information spells (such as [[Detect Magic]]) or spells that affect them indirectly (such as &lt;br /&gt;
[[Telekinesis]] or [[Fumble]]).&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 powerful mystical properties, especially as weapons. Not every creature can be killed outright by the &#039;&#039;[[Calls#Damage Type|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 work 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;
Unlike equipment, consumables are rarely represented by &#039;&#039;&#039;phys reps&#039;&#039;&#039;, although any effort to represent them is applauded. Players may use or trade [[#Item Tracking|&#039;&#039;&#039;tearable cards&#039;&#039;&#039;]] without a phys rep if they are unable to suitably represent consumable items.&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 or using a martial skill, and are consumed in the process (they are 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 [[Alchemy|alchemist]] and variously drunk, rubbed onto the skin, inhaled, or applied via a weapon, [[Alchemy Recipes|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;
:* &#039;&#039;&#039;Trinkets and Sigil Stones:&#039;&#039;&#039; Crafted from various materials and invested via [[Invocation]], [[Crafting Designs#Charms|trinkets and sigil stones]] are small, disposable items, such as a wooden chip, a twist of wire, a glass disk or a leather thong, 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;
:* &#039;&#039;&#039;Scrolls:&#039;&#039;&#039; Drawn with [[Alchemy#Magical Inks|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 [[#Expiry|expire]].&lt;br /&gt;
&lt;br /&gt;
Resources can be acquired in many ways:&lt;br /&gt;
&lt;br /&gt;
:* Bought or bartered from non-player characters&lt;br /&gt;
:* Looted from monsters or otherwise gained as a reward from plot&lt;br /&gt;
:* Gained automatically through the [[Resources]] skill&lt;br /&gt;
:* Gathered in play by the skills [[Foraging]], [[Gathering]] or [[Scrounging]]&lt;br /&gt;
:* [[Surgery#Harvesting Living Creatures|Harvested]] from the bodies of fallen foes&lt;br /&gt;
&lt;br /&gt;
Some resources must be [[Ingredients and Materials#Finished Ingredients and Materials|refined]] from other resources, preparing them for later use in other processes.&lt;br /&gt;
&lt;br /&gt;
Resources include the following:&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;.&lt;br /&gt;
Some resources may bear a specific description on the card (for example, 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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Other Materials:&#039;&#039;&#039; Powders and candles, incense and oils, bandages 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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Staples, Bandages and Repair Kits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several special consumables exist to allow creators to store [[Creation#Work Units|work units]] to use in the field or for maintenance:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;[[Crafting Designs#Armour Staples|Armour Staples]]:&#039;&#039;&#039; Used by a blacksmith to quickly repair damaged armour in the field.&lt;br /&gt;
:* &#039;&#039;&#039;[[Surgery#Surgeon&#039;s Bandages|Surgeon&#039;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;
:* &#039;&#039;&#039;[[Crafting#Repair Kits|Repair Kits]]:&#039;&#039;&#039; Used to [[Crafting#Maintaining Crafted Items|maintain]] mastercrafted equipment, extending its useful life. Different types of repair kit exist for different materials and item types.&lt;br /&gt;
&lt;br /&gt;
Very skilled creators 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 [[#Equipment Quality|&#039;&#039;&#039;standard&#039;&#039;&#039; quality]] items (a player&#039;s personal phys reps), are labelled. These labels hold information about the items&#039; mechanical effects (if any), and are used for recording ownership and tracking charges and upkeep. They also play a role in [[Theft, Assassination and Interrogation#Theft|&#039;&#039;&#039;in-character theft&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Item Cards:&#039;&#039;&#039; Any mastercrafted 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. Where practical the card must be physically attached to the phys rep to benefit from the effects (it is understood that it may not be practical to attach cards to some items, such as rings).&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. The card is torn in half when the item is used, which means that the item has been used (and usually destroyed). Consumables do not necessarily need to have phys reps, but if they do, the card must be kept with the phys rep at all times.&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;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;
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;
:* &#039;&#039;&#039;Resources:&#039;&#039;&#039; By default, [[Ingredients and Materials#Raw Ingredients and Materials|raw resources]] spoil &#039;&#039;&#039;two years&#039;&#039;&#039; after harvesting, unless refined or used. [[Ingredients and Materials#Finished Ingredients and Materials|Finished resources]] spoil &#039;&#039;&#039;three years&#039;&#039;&#039; after refining, unless used.&lt;br /&gt;
:* &#039;&#039;&#039;Crafted Items:&#039;&#039;&#039; Mastercrafted items degrade to standard quality after &#039;&#039;&#039;three years&#039;&#039;&#039; unless [[Crafting#Maintaining Crafted Items|maintained]] with [[Crafting#Repair Kits|repair kits]]. Degraded items can be [[Crafting#Restoring Crafted Items|restored]] by skilled crafters.&lt;br /&gt;
:* &#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; [[Alchemy Recipes|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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Legacies:&#039;&#039;&#039; Legacy items are enchanted items fuelled by a faction&#039;s beliefs and identity. Their enchantments must be renewed every &#039;&#039;&#039;three years&#039;&#039;&#039; via a ritual. If not renewed, the enchantment ends and the item becomes a standard quality mundane item. See [[Rituals#Ritual_Bonds_and_Maintenance|Ritual Bonds and Maintenance]] for more information.&lt;br /&gt;
&lt;br /&gt;
The expiry date of any item is listed on the item card, along with any item-specific maintenance requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Standard crafted items do not have an expiry date and do not need to be maintained. Degraded mastercrafted items should be taken to GOD to be exchanged for the revised card. To restore degraded items, see [[Crafting#Restoring Crafted Items|Restoring Crafted Items]].&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 are not 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] to have the registered owner updated. This also facilitates the return of a stolen item&#039;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, such as a famed former ritualist&#039;s ceremonial robes, a book of scripture, or 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Equipment_and_Resources&amp;diff=5935</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=5935"/>
		<updated>2026-04-28T03:18:48Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Enchantment and Investment */&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; style=&amp;quot;background-color: #ECE2FF&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|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&#039; [https://www.curiouspastimes.co.uk/website/socials 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 [[Long Weapons|larger weapons]], [[Two Weapons|two weapons]] or a weapon and [[Shield|shield]] requires specific skills. All weapons must be constructed to [[LARP Weapons|specific standards]] and regularly checked for safety and suitability.&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 [[Combat#Representing Armour|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;
:* &#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 do not 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;
:* &#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&#039;s laboratory]], a [[Crafting#Workshops|crafter&#039;s workshop]] or a [[Surgery#Surgeon&#039;s Beds|surgeon&#039;s bed]]. At minimum, a workspace should include a surface to work on, such as a table, bench, mat or bed, and at least three tools, fixtures or fittings as appropriate.&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 and Traps|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;
Equipment should always be represented by a &#039;&#039;&#039;phys rep&#039;&#039;&#039; where possible. It is understood that a player may not have a phys rep to hand for a newly crafted item, but they must source a phys rep before making use of any item or benefiting from its effects.&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 and similar. Armour that has taken [[Combat#Armour Hits|hits in battle]] is always considered damaged.&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;
:* &#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;
The requirements for repairing items depend on the degree of damage, as follows.&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Damaged&#039;&#039;&#039; 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.&lt;br /&gt;
:* &#039;&#039;&#039;Broken&#039;&#039;&#039; items must be substantially recrafted, at a cost in work units and materials.&lt;br /&gt;
:* &#039;&#039;&#039;Destroyed&#039;&#039;&#039; items cannot be repaired, but must be created again from scratch.&lt;br /&gt;
&lt;br /&gt;
Repairing an object made up of many easily removable parts (such as an alchemist&#039;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;
See &#039;&#039;[[Crafting#Repairing Crafted Items|Repairing Crafted Items]]&#039;&#039; for more details.&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 of 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. Players never need to spend in-character money or resources on standard equipment; a crafter can simply roleplay making or repairing it in their workspace, without spending [[Creation#Work Units|work units]] or materials (although costs for making some common items are [[Crafting Designs|listed]] for those who wish to do so). It requires a &#039;&#039;&#039;phys rep&#039;&#039;&#039; but no item card.&lt;br /&gt;
:* &#039;&#039;&#039;Mastercrafted:&#039;&#039;&#039; Higher quality &#039;&#039;&#039;mastercrafted&#039;&#039;&#039; items always have an in-character cost, and need to be purchased from traders or made by a skilled crafter using work units and materials. Mastercrafted equipment generally grants some skill bonus or enhances magical or other effects. Such items must have an [[#Item Tracking|item card]], which may need to be presented to a referee to receive any bonus.&lt;br /&gt;
:* &#039;&#039;&#039;Ornate and Signature:&#039;&#039;&#039; Richly decorated [[Crafting#Ornate Items|&#039;&#039;&#039;ornate&#039;&#039;&#039;]] items are plated or inlaid with precious metals, inset with gems, baroqued with fine carvings and embellishments and similar, 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 mastercrafted 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;
:* &#039;&#039;&#039;Silver, Cold Iron and Other Materials:&#039;&#039;&#039; In a world where werewolves and magical beasts are real, 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 [[Calls#Damage Type|special damage calls]], and cold iron items in particular are immune to magic. Like mastercrafted 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 [[Crafting#Maintaining Crafted Items|maintained]] using [[Crafting#Repair Kits|repair kits]]. An item which has expired can be [[Crafting#Restoring Crafted Items|restored]], at a greater cost.&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;Superior Items Deprecated&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All superior quality items have been deprecated. Existing superior items will be treated as [[#Equipment Quality|mastercrafted]] and can be maintained as mastercrafted items using [[Crafting#Repair Kits|repair kits]]. All undated superior items will expire in May 2028 by default.&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;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 [[Combat#Immunity|immune]]&#039;&#039;&#039; to direct magical effects, including spells or magical abilities that alter (such as &#039;&#039;[[Transmute]]&#039;&#039;), damage (such as &#039;&#039;[[Shatter]]&#039;&#039;), enhance (such as &#039;&#039;[[Corporeal Weapon]]&#039;&#039;) or repair items (such as &#039;&#039;[[Mend]]&#039;&#039;). Cold iron cannot be enchanted or invested by [[Invocation]], [[Conjunctional Magic|Thaumaturgy]], [[Rituals|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 does not apply to abilities that use the &#039;&#039;[[Calls#Special Modifiers|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 (such as a staff with a [[Calls#Damage Calls|special damage call]]) or to the wielder (such as an amulet that grants an extra [[Combat#Physical Hits|physical 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. Note that at will enchantments still require [[Spellcasting#Vocal Component|vocal components]], if relevant.&lt;br /&gt;
:* &#039;&#039;&#039;Uses Per Day and Magic Points:&#039;&#039;&#039; Some items can be used a certain number of &#039;&#039;&#039;times per day&#039;&#039;&#039;, or have a pool of [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]] that can be spent on the item&#039;s powers (unless the item card says otherwise, magic points can only be used to activate the item&#039;s listed 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 (for a total of three times), not three times by each character. The pool refreshes each day; unused points or uses do not carry over.&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 does not expire; trinkets expire at the end of the day they are created). Unless the item card says otherwise, charged items cannot be recharged; once the last charge is expended, the enchantment ends (and, in some cases, 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 (although some can be [[Rituals#Ritual Bonds and Maintenance|&#039;&#039;&#039;maintained&#039;&#039;&#039;]]), becoming mundane items again or being destroyed altogether.&lt;br /&gt;
&lt;br /&gt;
Most items can be used by any character, but some are more restricted:&lt;br /&gt;
&lt;br /&gt;
:* An item may require a specific &#039;&#039;&#039;[[Skills List|skill]]&#039;&#039;&#039; to use, generally relevant to the enchantment (such as a hammer that grants bonus [[Creation#Work Units|work units]] that must be used by a character with [[Blacksmith]] skill).&lt;br /&gt;
:* Unless the item card says otherwise, weapons always require the relevant combat skill to wield.&lt;br /&gt;
:* Items may instead be &#039;&#039;&#039;bound&#039;&#039;&#039; to a specific user, or group of users.&lt;br /&gt;
&lt;br /&gt;
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; style=&amp;quot;background-color: #ECE2FF&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 &#039;&#039;&#039;[[Combat#Immunity|immune]]&#039;&#039;&#039; to &#039;&#039;&#039;lesser&#039;&#039;&#039; and &#039;&#039;&#039;greater&#039;&#039;&#039; spells that directly affect them, including spells or abilities that alter or damage them (such as &#039;&#039;[[Transmute]]&#039;&#039; or &#039;&#039;[[Shatter]]&#039;&#039;), but not to information spells (such as &#039;&#039;[[Detect Magic]]&#039;&#039;) or spells that affect them indirectly (such as &#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 powerful mystical properties, especially as weapons. Not every creature can be killed outright by the &#039;&#039;[[Calls#Damage Type|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 work 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;
Unlike equipment, consumables are rarely represented by &#039;&#039;&#039;phys reps&#039;&#039;&#039;, although any effort to represent them is applauded. Players may use or trade [[#Item Tracking|&#039;&#039;&#039;tearable cards&#039;&#039;&#039;]] without a phys rep if they are unable to suitably represent consumable items.&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 or using a martial skill, and are consumed in the process (they are 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 [[Alchemy|alchemist]] and variously drunk, rubbed onto the skin, inhaled, or applied via a weapon, [[Alchemy Recipes|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;
:* &#039;&#039;&#039;Trinkets and Sigil Stones:&#039;&#039;&#039; Crafted from various materials and invested via [[Invocation]], [[Crafting Designs#Charms|trinkets and sigil stones]] are small, disposable items, such as a wooden chip, a twist of wire, a glass disk or a leather thong, 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;
:* &#039;&#039;&#039;Scrolls:&#039;&#039;&#039; Drawn with [[Alchemy#Magical Inks|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 [[#Expiry|expire]].&lt;br /&gt;
&lt;br /&gt;
Resources can be acquired in many ways:&lt;br /&gt;
&lt;br /&gt;
:* Bought or bartered from non-player characters&lt;br /&gt;
:* Looted from monsters or otherwise gained as a reward from plot&lt;br /&gt;
:* Gained automatically through the [[Resources]] skill&lt;br /&gt;
:* Gathered in play by the skills [[Foraging]], [[Gathering]] or [[Scrounging]]&lt;br /&gt;
:* [[Surgery#Harvesting Living Creatures|Harvested]] from the bodies of fallen foes&lt;br /&gt;
&lt;br /&gt;
Some resources must be [[Ingredients and Materials#Finished Ingredients and Materials|refined]] from other resources, preparing them for later use in other processes.&lt;br /&gt;
&lt;br /&gt;
Resources include the following:&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;.&lt;br /&gt;
Some resources may bear a specific description on the card (for example, 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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Other Materials:&#039;&#039;&#039; Powders and candles, incense and oils, bandages 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; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Staples, Bandages and Repair Kits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several special consumables exist to allow creators to store [[Creation#Work Units|work units]] to use in the field or for maintenance:&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;[[Crafting Designs#Armour Staples|Armour Staples]]:&#039;&#039;&#039; Used by a blacksmith to quickly repair damaged armour in the field.&lt;br /&gt;
:* &#039;&#039;&#039;[[Surgery#Surgeon&#039;s Bandages|Surgeon&#039;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;
:* &#039;&#039;&#039;[[Crafting#Repair Kits|Repair Kits]]:&#039;&#039;&#039; Used to [[Crafting#Maintaining Crafted Items|maintain]] mastercrafted equipment, extending its useful life. Different types of repair kit exist for different materials and item types.&lt;br /&gt;
&lt;br /&gt;
Very skilled creators 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 [[#Equipment Quality|&#039;&#039;&#039;standard&#039;&#039;&#039; quality]] items (a player&#039;s personal phys reps), are labelled. These labels hold information about the items&#039; mechanical effects (if any), and are used for recording ownership and tracking charges and upkeep. They also play a role in [[Theft, Assassination and Interrogation#Theft|&#039;&#039;&#039;in-character theft&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
:* &#039;&#039;&#039;Item Cards:&#039;&#039;&#039; Any mastercrafted 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. Where practical the card must be physically attached to the phys rep to benefit from the effects (it is understood that it may not be practical to attach cards to some items, such as rings).&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. The card is torn in half when the item is used, which means that the item has been used (and usually destroyed). Consumables do not necessarily need to have phys reps, but if they do, the card must be kept with the phys rep at all times.&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;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;
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;
:* &#039;&#039;&#039;Resources:&#039;&#039;&#039; By default, [[Ingredients and Materials#Raw Ingredients and Materials|raw resources]] spoil &#039;&#039;&#039;two years&#039;&#039;&#039; after harvesting, unless refined or used. [[Ingredients and Materials#Finished Ingredients and Materials|Finished resources]] spoil &#039;&#039;&#039;three years&#039;&#039;&#039; after refining, unless used.&lt;br /&gt;
:* &#039;&#039;&#039;Crafted Items:&#039;&#039;&#039; Mastercrafted items degrade to standard quality after &#039;&#039;&#039;three years&#039;&#039;&#039; unless [[Crafting#Maintaining Crafted Items|maintained]] with [[Crafting#Repair Kits|repair kits]]. Degraded items can be [[Crafting#Restoring Crafted Items|restored]] by skilled crafters.&lt;br /&gt;
:* &#039;&#039;&#039;Potions and Poisons:&#039;&#039;&#039; [[Alchemy Recipes|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;
:* &#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;
:* &#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;
:* &#039;&#039;&#039;Legacies:&#039;&#039;&#039; Legacy items are enchanted items fuelled by a faction&#039;s beliefs and identity. Their enchantments must be renewed every &#039;&#039;&#039;three years&#039;&#039;&#039; via a ritual. If not renewed, the enchantment ends and the item becomes a standard quality mundane item. See [[Rituals#Ritual_Bonds_and_Maintenance|Ritual Bonds and Maintenance]] for more information.&lt;br /&gt;
&lt;br /&gt;
The expiry date of any item is listed on the item card, along with any item-specific maintenance requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Standard crafted items do not have an expiry date and do not need to be maintained. Degraded mastercrafted items should be taken to GOD to be exchanged for the revised card. To restore degraded items, see [[Crafting#Restoring Crafted Items|Restoring Crafted Items]].&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 are not 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] to have the registered owner updated. This also facilitates the return of a stolen item&#039;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, such as a famed former ritualist&#039;s ceremonial robes, a book of scripture, or 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Stalwart&amp;diff=5934</id>
		<title>Stalwart</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Stalwart&amp;diff=5934"/>
		<updated>2026-04-28T03:16:44Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| Stalwart&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
| 12 points&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites&lt;br /&gt;
| [[Warrior]], [[Body Development]], [[Great Shield]], [[Defender]]&lt;br /&gt;
|-&lt;br /&gt;
! Key Words&lt;br /&gt;
| Archetype / Warrior / Stamina &lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The character has mastered a combat style which focuses on defence and holding ground. This skill gives access to the following abilities:&lt;br /&gt;
&lt;br /&gt;
* For &#039;&#039;&#039;2 stamina&#039;&#039;&#039; per use, call Mundane Strike Down with a melee weapon attack or [[Combat#Shield_Block|shield block.]]&lt;br /&gt;
* For &#039;&#039;&#039;2 stamina&#039;&#039;&#039; per use, call &amp;quot;I&#039;ll save you!&amp;quot; to redirect one single-target ranged spell from a target within 1.5m (5&#039;) to themselves. The character must be aware of the spell; only a character who also has the skill Sense Magic may use this ability against a covertly cast spell. If the character has any relevant immunities or would normally be able to resist the spell, they may do so.&lt;br /&gt;
* For &#039;&#039;&#039;10 stamina&#039;&#039;&#039; per use, for the next minute the character is immune to the following effects, whether mundane or magical:&lt;br /&gt;
  - Command&lt;br /&gt;
  - Fear (but not Terror)&lt;br /&gt;
  - Suggestion&lt;br /&gt;
  - Any knockdown effects (but not any associated damage or other effect)&lt;br /&gt;
  - Repel&lt;br /&gt;
  - Sleep&lt;br /&gt;
  - Enthral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Countering takes precedence over redirection; if in the confusion of battle one player uses &amp;quot;I&#039;ll save you!&amp;quot; while another counters the same spell, the spell effect does not occur and the stamina points are not spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill — a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
! Progression&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Skills List|Return to Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=5933</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=5933"/>
		<updated>2026-04-28T03:16:13Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Shields */&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;
== Roleplay in Combat ==&lt;br /&gt;
When engaging in combat, participants should react to wounds or spells in a theatrical, immersive, yet safe manner. &lt;br /&gt;
&lt;br /&gt;
Characters should respond as though the blow struck hurts, reacting appropriately to the severity of the attack. This can include staggering, wincing, roaring in agony, or falling to the ground, depending on the intensity of the hit or spell. &lt;br /&gt;
&lt;br /&gt;
If a fall is required, always check the ground behind you to ensure it’s clear of obstacles before lowering yourself in a dramatic but safe way. &lt;br /&gt;
&lt;br /&gt;
For spell effects, respond according to the description, such as freezing in place or mimicking a magical knockback, while always prioritizing safety. Balancing dramatic reactions with caution enhances the immersive experience while keeping everyone safe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Taking a Knee&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Taking a Knee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are several calls that require participants to roleplay being [[Calls#Knockdown|knocked off their feet]] or falling over when in receipt of combat or spell [[Calls#Effect Calls|effects]] such as [[Calls#Elemental Effects|&#039;&#039;Strike Down&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
While we encourage participants to perform the full motion when they are able, we understand that some may have physical limitations or find the repeated motion fatiguing. As an alternative, participants are welcome to drop to one knee and pause for 3 seconds, instead of fully going to the floor.&lt;br /&gt;
&lt;br /&gt;
This alternative may also be used in situations where conditions may make it unsafe to fall, e.g. poor ground conditions or being in close proximity to a lot of other players. Participants should not feel pressured to perform actions that pose a risk to the safety or well-being of them or anyone around them.&lt;br /&gt;
&lt;br /&gt;
This alternative is not a replacement for the non-combat ([[Non-Com Rule|Non-Com]]) rule, which still applies for those who cannot safely engage in combat at all.&lt;br /&gt;
|}&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; id=&amp;quot;Damage Immunity&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 [[Calls#Damage Type|magical damage or weapons made of particular metals]].&lt;br /&gt;
 &lt;br /&gt;
Some 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]] adds protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t add 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;
Armour that has taken hits in battle is considered [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]] and can be [[#Healing and Armour Repair|repaired normally]].&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. Your armour will normally be checked as part of a [[LARP Weapons#Weapons Checking|&#039;&#039;&#039;weapons check&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Damage Calls and Armour&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 Missile]]&#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 or by anyone with the [[Blacksmith]] skill, 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 &#039;&#039;&#039;two minutes’&#039;&#039;&#039; 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 instead repair the armour on one location to full hits in &#039;&#039;&#039;15 seconds&#039;&#039;&#039;, consuming one [[Crafting Designs#Armour Staples|&#039;&#039;&#039;armour staple&#039;&#039;&#039;]], or a full suit of armour in &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, 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;
:* 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;
:* 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; (below).&lt;br /&gt;
&lt;br /&gt;
====Dying====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two minutes&#039;&#039;&#039; after a character’s &#039;&#039;&#039;death count&#039;&#039;&#039; begins, the character dies, unless one of the following applies:&lt;br /&gt;
&lt;br /&gt;
:* They are being kept alive by some means (such as the corporeal spell &#039;&#039;[[Sanctuary]]&#039;&#039; or the equivalent use of the [[Surgeon]] skill)&lt;br /&gt;
:* Their mortal wound (or &#039;&#039;wounds&#039;&#039;, see below) has begun receiving some form of healing&lt;br /&gt;
&lt;br /&gt;
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;
A dead 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 [[Theft, Assassination and Interrogation#Assassination|assassination]]), but should withdraw and go &#039;&#039;&#039;out of character&#039;&#039;&#039; 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Multiple Mortal Wounds&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 &#039;&#039;[[Sanctuary]]&#039;&#039;, 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;
==The Non-Com Rule==&lt;br /&gt;
&lt;br /&gt;
We are aware that there are many people who do not wish to, or are unable to, take part in combat for out of character reasons at Curious Pastimes events. However, Curious Pastimes games are live sites from Time In to Time Out, and thus it is possible that a character may encounter combat at any time during this period.&lt;br /&gt;
&lt;br /&gt;
The [[Non-Com Rule|&#039;&#039;&#039;non-combatant rules&#039;&#039;&#039;]] are designed to allow participants to safely manage their own involvement in combat encounters, while also providing as full a game experience as possible.&lt;br /&gt;
&lt;br /&gt;
Each player should decide if they are declaring themselves as acting under the non-com rule when encountering a combat situation, and other players are required to acknowledge that decision and react accordingly. Curious Pastimes recognises that there are a number of variable conditions that may mean people’s capabilities and desire to engage in combat scenarios can change during an event; as such a declaration does not have to be made at the start of an event, nor be maintained throughout.&lt;br /&gt;
&lt;br /&gt;
==Specific Weapons==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons.&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 [[#Physical Hits|physical hits]]&#039;&#039;&#039; of damage, bypassing ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give any &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039; to have this effect.&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;
Bows and crossbows may not be used with any &#039;&#039;&#039;[[Calls|attack calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any participant must have a current &#039;&#039;&#039;bow safety licence&#039;&#039;&#039; to use a bow or crossbow, and their weapon must have a &#039;&#039;&#039;bow poundage card&#039;&#039;&#039; affixed to it at all times. Archers should [[LARP Weapons#Bow Safety|observe safe use and good conduct]], including minimising head shots and controlling draw.&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;[[Calls|attack calls]]&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
&lt;br /&gt;
A shield is a defensive item used to passively block incoming attacks in melee combat. Simply holding a shield in the path of an attack is &lt;br /&gt;
sufficient to block it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Shield barging — using momentum to drive a shield into another participant, is expressly forbidden at all times. A shield must never &lt;br /&gt;
be used to shove, or charge into another person.&lt;br /&gt;
&lt;br /&gt;
=====Shield Block=====&lt;br /&gt;
&lt;br /&gt;
Some skills grant the ability to actively use a shield to block — this is referred to as a shield block. The key distinction between a shield &lt;br /&gt;
block and a shield barge is momentum: a shield block is a short, controlled movement to meet an incoming attack, with no forward drive &lt;br /&gt;
behind it. The following rules apply:&lt;br /&gt;
&lt;br /&gt;
* Contact must be light and controlled — no body weight or momentum &lt;br /&gt;
behind the movement.&lt;br /&gt;
* The character must not step through, drive forward into, or launch &lt;br /&gt;
into the block.&lt;br /&gt;
* Unsafe shield use should be reported to a referee immediately.&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; id=&amp;quot;Attack Calls&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&lt;br /&gt;
:* [[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|armour hits]]&lt;br /&gt;
:* &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried!&lt;br /&gt;
&lt;br /&gt;
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 [[Calls|&#039;&#039;&#039;call&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Note that as with other types of attack, any &#039;&#039;&#039;[[Calls#Effect Calls|effect call]]&#039;&#039;&#039; (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039;, touch attacks inflict &#039;&#039;&#039;no damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;[[Calls#Damage Type|Elemental]] [[Calls#Damage Indicator|Through]]&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by a damage call) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;[[Calls#Corporeal Effects|Paralysis]]&#039;&#039;, which does &#039;&#039;&#039;no&#039;&#039;&#039; 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. Offensive touch effects must be delivered by making brief, deliberate physical contact with the target. Contact must be slow and clearly telegraphed. Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
If the touch misses or is physically avoided, the effect fails and any associated resources are spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, monster attacks where multiple monsters have touch attacks, have been briefed to use daggers or similar length physreps to deliver offensive touch effects rather than hand contact. Where a monster delivers an offensive touch effect using a dagger or similar physrep, this is treated as an extension of their hand and not as a weapon attack.&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; id=&amp;quot;Friendly Grappling&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 &#039;&#039;all&#039;&#039; 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 &#039;&#039;&#039;[[#Dying|death count]]&#039;&#039;&#039;.&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|damage immunity]]&#039;&#039;&#039; are unaffected unless the &#039;&#039;Execute&#039;&#039; 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; id=&amp;quot;Dismembering Live Victims&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. &lt;br /&gt;
&lt;br /&gt;
This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost (i.e. they have a healed stump) until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent.&lt;br /&gt;
&lt;br /&gt;
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 [[Spellcasting#Vocal Component|&#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 &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Calls#Effect Calls|effect call]]&#039;&#039;&#039;.&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 make brief, deliberate physical contact with the target at the end of the vocals, or within the 15 seconds after the vocals are completed, to deliver the specified effect (similar to a [[Combat#Touch_Attacks|touch attack]]). If the touch misses or is physically avoided, the effect fails. Touch spells may be countered or resisted in the same way as other spells.&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;. &lt;br /&gt;
&lt;br /&gt;
The following rules apply:&lt;br /&gt;
&lt;br /&gt;
:* The countering caster must perform the [[Spellcasting#Vocal Component|&#039;&#039;&#039;vocals&#039;&#039;&#039;]] before or immediately after the enemy spell or effect call is completed.&lt;br /&gt;
:* The countering caster must indicate which effect they are countering.&lt;br /&gt;
:* It is not possible to counter two simultaneous effects.&lt;br /&gt;
:* It is only possible to counter a &#039;&#039;&#039;[[Calls#Mass Calls|mass call]]&#039;&#039;&#039; for &#039;&#039;&#039;one target&#039;&#039;&#039; within the area of effect.&lt;br /&gt;
:* The caster &#039;&#039;&#039;can&#039;&#039;&#039; counter an effect that would have rendered them unable to cast (e.g. by silencing or mortally wounding them), since if they successfully counter it, the effect does not occur.&lt;br /&gt;
:* It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039;, [[Calls#Poisons and Diseases|&#039;&#039;&#039;disease&#039;&#039;&#039; or &#039;&#039;&#039;poison&#039;&#039;&#039;]] effects.&lt;br /&gt;
&lt;br /&gt;
If successful, the target spell does not occur at all, although the original caster’s [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]], if any, are still spent.&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;
The following rules apply:&lt;br /&gt;
&lt;br /&gt;
:* They are automatically aware of the effect (although not necessarily the source).&lt;br /&gt;
:* They may choose whether or not to resist it.&lt;br /&gt;
:* They may not resist two simultaneous effects.&lt;br /&gt;
:* They must invoke their resistance before or immediately after the effect call is given.&lt;br /&gt;
:* They &#039;&#039;&#039;can&#039;&#039;&#039; resist an ability that would otherwise render them unconscious.&lt;br /&gt;
:* It is &#039;&#039;&#039;only&#039;&#039;&#039; possible to resist &#039;&#039;&#039;[[Calls#Poisons and Diseases|poisons and diseases]]&#039;&#039;&#039; with the skills [[Resist Disease]] and [[Resist Poison]].&lt;br /&gt;
:* It &#039;&#039;&#039;is&#039;&#039;&#039; possible to resist &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects, &#039;&#039;&#039;except&#039;&#039;&#039; with the skills [[Resist Magic]] and [[Resist Exalted Magic]].&lt;br /&gt;
&lt;br /&gt;
If successful, the spell or effect still occurs, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
All such abilities have a certain number of uses per day; players should have some method of tracking them.&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 &#039;&#039;&#039;specific&#039;&#039;&#039; spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]).&lt;br /&gt;
&lt;br /&gt;
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;).&lt;br /&gt;
&lt;br /&gt;
The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a [[Calls#Defence Calls|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;[[Calls#Defence Calls|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 fight safely. This means being aware 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. [[#Grappling|Friendly grappling]] may be permitted in a controlled environment, but &#039;&#039;&#039;never&#039;&#039;&#039; 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=5932</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Combat&amp;diff=5932"/>
		<updated>2026-04-28T03:15:35Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* 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;
== Roleplay in Combat ==&lt;br /&gt;
When engaging in combat, participants should react to wounds or spells in a theatrical, immersive, yet safe manner. &lt;br /&gt;
&lt;br /&gt;
Characters should respond as though the blow struck hurts, reacting appropriately to the severity of the attack. This can include staggering, wincing, roaring in agony, or falling to the ground, depending on the intensity of the hit or spell. &lt;br /&gt;
&lt;br /&gt;
If a fall is required, always check the ground behind you to ensure it’s clear of obstacles before lowering yourself in a dramatic but safe way. &lt;br /&gt;
&lt;br /&gt;
For spell effects, respond according to the description, such as freezing in place or mimicking a magical knockback, while always prioritizing safety. Balancing dramatic reactions with caution enhances the immersive experience while keeping everyone safe.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Taking a Knee&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Taking a Knee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are several calls that require participants to roleplay being [[Calls#Knockdown|knocked off their feet]] or falling over when in receipt of combat or spell [[Calls#Effect Calls|effects]] such as [[Calls#Elemental Effects|&#039;&#039;Strike Down&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
While we encourage participants to perform the full motion when they are able, we understand that some may have physical limitations or find the repeated motion fatiguing. As an alternative, participants are welcome to drop to one knee and pause for 3 seconds, instead of fully going to the floor.&lt;br /&gt;
&lt;br /&gt;
This alternative may also be used in situations where conditions may make it unsafe to fall, e.g. poor ground conditions or being in close proximity to a lot of other players. Participants should not feel pressured to perform actions that pose a risk to the safety or well-being of them or anyone around them.&lt;br /&gt;
&lt;br /&gt;
This alternative is not a replacement for the non-combat ([[Non-Com Rule|Non-Com]]) rule, which still applies for those who cannot safely engage in combat at all.&lt;br /&gt;
|}&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; id=&amp;quot;Damage Immunity&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 [[Calls#Damage Type|magical damage or weapons made of particular metals]].&lt;br /&gt;
 &lt;br /&gt;
Some 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]] adds protection, as do various potions, enchantments and special crafting techniques. “Stacking” armour (e.g. wearing a chain shirt over a leather jerkin) doesn’t add 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;
Armour that has taken hits in battle is considered [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]] and can be [[#Healing and Armour Repair|repaired normally]].&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. Your armour will normally be checked as part of a [[LARP Weapons#Weapons Checking|&#039;&#039;&#039;weapons check&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Damage Calls and Armour&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 Missile]]&#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 or by anyone with the [[Blacksmith]] skill, 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 &#039;&#039;&#039;two minutes’&#039;&#039;&#039; 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 instead repair the armour on one location to full hits in &#039;&#039;&#039;15 seconds&#039;&#039;&#039;, consuming one [[Crafting Designs#Armour Staples|&#039;&#039;&#039;armour staple&#039;&#039;&#039;]], or a full suit of armour in &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, 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;
:* 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;
:* 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; (below).&lt;br /&gt;
&lt;br /&gt;
====Dying====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two minutes&#039;&#039;&#039; after a character’s &#039;&#039;&#039;death count&#039;&#039;&#039; begins, the character dies, unless one of the following applies:&lt;br /&gt;
&lt;br /&gt;
:* They are being kept alive by some means (such as the corporeal spell &#039;&#039;[[Sanctuary]]&#039;&#039; or the equivalent use of the [[Surgeon]] skill)&lt;br /&gt;
:* Their mortal wound (or &#039;&#039;wounds&#039;&#039;, see below) has begun receiving some form of healing&lt;br /&gt;
&lt;br /&gt;
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;
A dead 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 [[Theft, Assassination and Interrogation#Assassination|assassination]]), but should withdraw and go &#039;&#039;&#039;out of character&#039;&#039;&#039; 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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Multiple Mortal Wounds&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 &#039;&#039;[[Sanctuary]]&#039;&#039;, 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;
==The Non-Com Rule==&lt;br /&gt;
&lt;br /&gt;
We are aware that there are many people who do not wish to, or are unable to, take part in combat for out of character reasons at Curious Pastimes events. However, Curious Pastimes games are live sites from Time In to Time Out, and thus it is possible that a character may encounter combat at any time during this period.&lt;br /&gt;
&lt;br /&gt;
The [[Non-Com Rule|&#039;&#039;&#039;non-combatant rules&#039;&#039;&#039;]] are designed to allow participants to safely manage their own involvement in combat encounters, while also providing as full a game experience as possible.&lt;br /&gt;
&lt;br /&gt;
Each player should decide if they are declaring themselves as acting under the non-com rule when encountering a combat situation, and other players are required to acknowledge that decision and react accordingly. Curious Pastimes recognises that there are a number of variable conditions that may mean people’s capabilities and desire to engage in combat scenarios can change during an event; as such a declaration does not have to be made at the start of an event, nor be maintained throughout.&lt;br /&gt;
&lt;br /&gt;
==Specific Weapons==&lt;br /&gt;
&lt;br /&gt;
Specific rules apply to attacks with certain weapons.&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 [[#Physical Hits|physical hits]]&#039;&#039;&#039; of damage, bypassing ordinary armour. This applies to any arrow or bolt, i.e. the archer need not give any &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039; to have this effect.&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;
Bows and crossbows may not be used with any &#039;&#039;&#039;[[Calls|attack calls]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any participant must have a current &#039;&#039;&#039;bow safety licence&#039;&#039;&#039; to use a bow or crossbow, and their weapon must have a &#039;&#039;&#039;bow poundage card&#039;&#039;&#039; affixed to it at all times. Archers should [[LARP Weapons#Bow Safety|observe safe use and good conduct]], including minimising head shots and controlling draw.&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;[[Calls|attack calls]]&#039;&#039;&#039;, but only with special abilities or weapons that explicitly say so.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
&lt;br /&gt;
A shield is a defensive item used to passively block incoming attacks in melee combat. Simply holding a shield in the path of an attack is &lt;br /&gt;
sufficient to block it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Shield barging — using momentum to drive a shield into another participant, is expressly forbidden at all times. A shield must never &lt;br /&gt;
be used to shove, or charge into another person.&lt;br /&gt;
&lt;br /&gt;
====Shield Block====&lt;br /&gt;
&lt;br /&gt;
Some skills grant the ability to actively use a shield to block — this is referred to as a shield block. The key distinction between a shield &lt;br /&gt;
block and a shield barge is momentum: a shield block is a short, controlled movement to meet an incoming attack, with no forward drive &lt;br /&gt;
behind it. The following rules apply:&lt;br /&gt;
&lt;br /&gt;
* Contact must be light and controlled — no body weight or momentum &lt;br /&gt;
behind the movement.&lt;br /&gt;
* The character must not step through, drive forward into, or launch &lt;br /&gt;
into the block.&lt;br /&gt;
* Unsafe shield use should be reported to a referee immediately.&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; id=&amp;quot;Attack Calls&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&lt;br /&gt;
:* [[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|armour hits]]&lt;br /&gt;
:* &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; takes effect on &#039;&#039;any&#039;&#039; blow, even if blocked or parried!&lt;br /&gt;
&lt;br /&gt;
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 [[Calls|&#039;&#039;&#039;call&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Note that as with other types of attack, any &#039;&#039;&#039;[[Calls#Effect Calls|effect call]]&#039;&#039;&#039; (other than poison or disease) affects the target regardless of armour.&lt;br /&gt;
&lt;br /&gt;
Unless accompanied by a &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039;, touch attacks inflict &#039;&#039;&#039;no damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:*A fire elemental touches for &#039;&#039;[[Calls#Damage Type|Elemental]] [[Calls#Damage Indicator|Through]]&#039;&#039;, inflicting a single point of damage (as the touch is accompanied by a damage call) that ignores armour.&lt;br /&gt;
:*A lesser ghoul touches for &#039;&#039;[[Calls#Corporeal Effects|Paralysis]]&#039;&#039;, which does &#039;&#039;&#039;no&#039;&#039;&#039; 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. Offensive touch effects must be delivered by making brief, deliberate physical contact with the target. Contact must be slow and clearly telegraphed. Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
If the touch misses or is physically avoided, the effect fails and any associated resources are spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, monster attacks where multiple monsters have touch attacks, have been briefed to use daggers or similar length physreps to deliver offensive touch effects rather than hand contact. Where a monster delivers an offensive touch effect using a dagger or similar physrep, this is treated as an extension of their hand and not as a weapon attack.&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; id=&amp;quot;Friendly Grappling&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 &#039;&#039;all&#039;&#039; 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 &#039;&#039;&#039;[[#Dying|death count]]&#039;&#039;&#039;.&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|damage immunity]]&#039;&#039;&#039; are unaffected unless the &#039;&#039;Execute&#039;&#039; 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; id=&amp;quot;Dismembering Live Victims&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. &lt;br /&gt;
&lt;br /&gt;
This reduces the location to zero physical hits; the damage may be healed normally, but the dismembered part remains lost (i.e. they have a healed stump) until surgically transplanted or restored with the spell &#039;&#039;[[Regrowth]]&#039;&#039; or equivalent.&lt;br /&gt;
&lt;br /&gt;
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 [[Spellcasting#Vocal Component|&#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 &#039;&#039;&#039;[[Calls#Damage Calls|damage call]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Calls#Effect Calls|effect call]]&#039;&#039;&#039;.&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 make brief, deliberate physical contact with the target at the end of the vocals, or within the 15 seconds after the vocals are completed, to deliver the specified effect (similar to a [[Combat#Touch_Attacks|touch attack]]). If the touch misses or is physically avoided, the effect fails. Touch spells may be countered or resisted in the same way as other spells.&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;. &lt;br /&gt;
&lt;br /&gt;
The following rules apply:&lt;br /&gt;
&lt;br /&gt;
:* The countering caster must perform the [[Spellcasting#Vocal Component|&#039;&#039;&#039;vocals&#039;&#039;&#039;]] before or immediately after the enemy spell or effect call is completed.&lt;br /&gt;
:* The countering caster must indicate which effect they are countering.&lt;br /&gt;
:* It is not possible to counter two simultaneous effects.&lt;br /&gt;
:* It is only possible to counter a &#039;&#039;&#039;[[Calls#Mass Calls|mass call]]&#039;&#039;&#039; for &#039;&#039;&#039;one target&#039;&#039;&#039; within the area of effect.&lt;br /&gt;
:* The caster &#039;&#039;&#039;can&#039;&#039;&#039; counter an effect that would have rendered them unable to cast (e.g. by silencing or mortally wounding them), since if they successfully counter it, the effect does not occur.&lt;br /&gt;
:* It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to counter &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039;, [[Calls#Poisons and Diseases|&#039;&#039;&#039;disease&#039;&#039;&#039; or &#039;&#039;&#039;poison&#039;&#039;&#039;]] effects.&lt;br /&gt;
&lt;br /&gt;
If successful, the target spell does not occur at all, although the original caster’s [[Magic#Magic Points|&#039;&#039;&#039;magic points&#039;&#039;&#039;]], if any, are still spent.&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;
The following rules apply:&lt;br /&gt;
&lt;br /&gt;
:* They are automatically aware of the effect (although not necessarily the source).&lt;br /&gt;
:* They may choose whether or not to resist it.&lt;br /&gt;
:* They may not resist two simultaneous effects.&lt;br /&gt;
:* They must invoke their resistance before or immediately after the effect call is given.&lt;br /&gt;
:* They &#039;&#039;&#039;can&#039;&#039;&#039; resist an ability that would otherwise render them unconscious.&lt;br /&gt;
:* It is &#039;&#039;&#039;only&#039;&#039;&#039; possible to resist &#039;&#039;&#039;[[Calls#Poisons and Diseases|poisons and diseases]]&#039;&#039;&#039; with the skills [[Resist Disease]] and [[Resist Poison]].&lt;br /&gt;
:* It &#039;&#039;&#039;is&#039;&#039;&#039; possible to resist &#039;&#039;&#039;[[Calls#Special Modifiers|mundane]]&#039;&#039;&#039; effects, &#039;&#039;&#039;except&#039;&#039;&#039; with the skills [[Resist Magic]] and [[Resist Exalted Magic]].&lt;br /&gt;
&lt;br /&gt;
If successful, the spell or effect still occurs, but the character is unaffected.&lt;br /&gt;
&lt;br /&gt;
All such abilities have a certain number of uses per day; players should have some method of tracking them.&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 &#039;&#039;&#039;specific&#039;&#039;&#039; spell, effect, poison or disease (e.g. the spell and effect &#039;&#039;[[Fumble]]&#039;&#039;, or the poison [[Bitter Kiss]]).&lt;br /&gt;
&lt;br /&gt;
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;).&lt;br /&gt;
&lt;br /&gt;
The exalted spell &#039;&#039;[[Reflective Shield]]&#039;&#039; grants a [[Calls#Defence Calls|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;[[Calls#Defence Calls|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 fight safely. This means being aware 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. [[#Grappling|Friendly grappling]] may be permitted in a controlled environment, but &#039;&#039;&#039;never&#039;&#039;&#039; 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>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Breaker&amp;diff=5931</id>
		<title>Breaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Breaker&amp;diff=5931"/>
		<updated>2026-04-28T03:00:56Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
| Breaker&lt;br /&gt;
|-&lt;br /&gt;
! Cost&lt;br /&gt;
| 6 points&lt;br /&gt;
|-&lt;br /&gt;
! Prerequisites&lt;br /&gt;
| [[Body Development]]&lt;br /&gt;
|-&lt;br /&gt;
! Key Words&lt;br /&gt;
| Archetype / Warrior / Stamina / Stamina Access&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| The character has trained in combat techniques aimed at overpowering their enemies and driving them back. This skill gives access to the following abilities:&lt;br /&gt;
* For 1 stamina per use, call Mundane [[Strike Down]] with a melee weapon attack. This only takes effect if the attack lands on the target — it has no effect if parried or blocked.&lt;br /&gt;
* For &#039;&#039;&#039;2 stamina per use&#039;&#039;&#039;, call Mundane &#039;&#039;Shatter&#039;&#039; with a melee weapon attack. This will only be effective if the attack lands on the target object.&lt;br /&gt;
* For &#039;&#039;&#039;1 stamina per use&#039;&#039;&#039;, call Mundane &#039;&#039;Repel&#039;&#039; with a melee weapon attack. This will only be effective if the attack lands on the target&#039;s body or shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
! Progression&lt;br /&gt;
| [[Juggernaut]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Skills List|Return to Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5930</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5930"/>
		<updated>2026-04-28T02:49:41Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Magic Points and Work Units */&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]]. 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;
What follows is the &#039;&#039;mechanics&#039;&#039; of character creation: archetypes, skills and so on. If you’re feeling a little lost, head over to &#039;&#039;[[Making Your Character]]&#039;&#039; for some tips on coming up with a concept, background and look for your character.&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 more powerful skills and avenues for research. 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;
:*&#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;
:*&#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;
:*&#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|research]]. &#039;&#039;&#039;Most 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 [[Character Progression#Complexity and Skill Level|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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Race&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Race no longer plays any part in character creation in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, or indeed in the setting at all. Your character may belong to a specific local “culture” that may or may not have a distinctive appearance associated with it, but it won’t affect which skills you can learn. See [[Making Your Character#Can I Play An Elf?|&#039;&#039;Can I Play An Elf?&#039;&#039;]] for more on this topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 experience 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) to take 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;
:* &#039;&#039;&#039;Cross-Archetype Skills:&#039;&#039;&#039; You can learn some skills from other archetypes, but may learn no more than &#039;&#039;&#039;one&#039;&#039;&#039; point worth of [[#Cross-Archetype Skills|cross-archetype skills]] for every &#039;&#039;&#039;two&#039;&#039;&#039; points worth of general skills and skills from your own archetype, combined.&lt;br /&gt;
:* &#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Most archetype skills require you to know other skills before you can learn them, and many of the more powerful skills are limited to that archetype (i.e. they cannot be learned as cross-archetype skills). Skills are listed with their prerequisites.&lt;br /&gt;
:* &#039;&#039;&#039;Pinnacle Skills:&#039;&#039;&#039; The most advanced skills (marked with a * on the archetype skill tables) require absolute focus and dedication. You must belong to the relevant archetype and cannot learn more than &#039;&#039;&#039;one&#039;&#039;&#039; such skill.&lt;br /&gt;
:* &#039;&#039;&#039;Points Cap:&#039;&#039;&#039; There is a limit to mortals’ potential to learn. No normal mortal character can learn [[Character Progression#Points Cap|more than &#039;&#039;&#039;100&#039;&#039;&#039; experience points]] worth of skills, including abilities gained via magic.&lt;br /&gt;
:* &#039;&#039;&#039;No Repeat Picks:&#039;&#039;&#039; All skills may be learned at most &#039;&#039;&#039;once&#039;&#039;&#039; each, unless they stipulate otherwise (i.e. [[Extra Magic Points]], [[Extra Work Units]], [[Income]] and [[Resources]]).&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;
A full list of all [[#General Skills|general]] and [[#Archetype Skills|archetype]] skills can be found at &#039;&#039;[[Skills List]]&#039;&#039;. They are also laid out in a visual diagram at &#039;&#039;[[Skills Map]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Things That Aren&#039;t Skills&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 experience points:&lt;br /&gt;
&lt;br /&gt;
:* Read and write&lt;br /&gt;
:* Count and perform arithmetic&lt;br /&gt;
:* Make and read maps&lt;br /&gt;
:* Fight with [[Weapon Categories|small and one-handed weapons]]&lt;br /&gt;
&lt;br /&gt;
Note that fighting with &#039;&#039;two&#039;&#039; weapons (whether two small weapons, or two one-handed weapons, or one small and one one-handed) requires the [[Two Weapons]] skill.&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, such as a warrior’s trick moves and mighty blows, or a magician’s mighty sorceries and esoteric workings.&lt;br /&gt;
&lt;br /&gt;
Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of prerequisites.&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, with two restrictions: &lt;br /&gt;
&lt;br /&gt;
:* Any character can have a maximum of &#039;&#039;&#039;1 point&#039;&#039;&#039; worth of skills in &#039;&#039;&#039;other archetypes&#039;&#039;&#039; for every &#039;&#039;&#039;2 points&#039;&#039;&#039; worth of skills they have in their &#039;&#039;&#039;main archetype and general skills combined&#039;&#039;&#039;.&lt;br /&gt;
:* No character may have more points worth of skills in all other archetypes combined than they have skills in their main archetype.&lt;br /&gt;
&lt;br /&gt;
This limitation doesn’t apply to [[#General Skills|general skills]] at all; you can always learn as many of them as you wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Hunter of undead Torian Gravearrow, with the magician archetype, has the &#039;&#039;&#039;general&#039;&#039;&#039; skills [[Body Development]] (6 points), [[Corporeal Spellcasting]] (6 points), [[Iron Will]] (6 points), [[Light Armour]] (2 points), [[Spiritual Spellcasting]] (6 points) and [[Two Weapons]] (3 points), and the &#039;&#039;&#039;magician&#039;&#039;&#039; skills [[Greater Corporeal Spellcasting]] (8 points), [[Immune to Mind Effect|Immune to Enthral]] (6 points) and [[Necromancy]] (8 points). This comes to a total of 51 points worth of skills, including 22 magician skills.&lt;br /&gt;
:This allows them to learn the &#039;&#039;&#039;warrior&#039;&#039;&#039; skills [[Armoured Caster]] (8 points), [[Greater Body Development]] (6 points) and [[Medium Armour]] (2 points) and the &#039;&#039;&#039;scout&#039;&#039;&#039; skill Tracking Proficiency (5 points), for a total of 21 points worth of cross-archetype skills.&lt;br /&gt;
&lt;br /&gt;
== Magic Points, Stamina and Work Units ==&lt;br /&gt;
&lt;br /&gt;
Characters may have access to one or more of the following pools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic points&#039;&#039;&#039; fuel spells, rites, invocations and other sorcerous acts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039; fuels warrior and scout combat techniques and abilities.&lt;br /&gt;
* &#039;&#039;&#039;Work units&#039;&#039;&#039; drive crafting, surgery, alchemy and other actions that create or alter things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pools are shared between all relevant skills. Anyone with stamina-granting skills has a single pool of stamina, which they may spend on any known stamina abilities. Anyone with magic skills has a single pool of magic points, which they may spend on any known spells, rites or other magical abilities. Anyone with creation skills has a single pool of work units, which they may spend on any of their creation skills.&lt;br /&gt;
&lt;br /&gt;
All pools refresh to full every morning at Time In.&lt;br /&gt;
&lt;br /&gt;
=== Point Caps ===&lt;br /&gt;
&lt;br /&gt;
Each skill that grants a particular type of points adds 5 to that pool. However, only the first five such skills contribute — any skills beyond the fifth grant no further points. This means skills alone can grant up to 25 points to any single pool, subject to the archetype caps below.&lt;br /&gt;
&lt;br /&gt;
Characters can purchase [[Extra Stamina]], [[Extra Magic Points]] or [[Extra Work Units]] to increase their pools beyond what skills provide. The prerequisite for each is any skill which grants that type.&lt;br /&gt;
&lt;br /&gt;
The maximum points a character can have depends on whether they have selected a primary archetype:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pool !! No Primary Archetype !! Primary Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 15 || 30 ([[Warrior]] or [[Scout]])&lt;br /&gt;
|-&lt;br /&gt;
| Magic Points || 15 || 30 ([[Magician]])&lt;br /&gt;
|-&lt;br /&gt;
| Work Units || 15 || 25 ([[Creator]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource-Granting Skills ===&lt;br /&gt;
&lt;br /&gt;
The following skills grant points to their respective resource pools. Each skill grants up to &#039;&#039;&#039;5 points&#039;&#039;&#039; per day, but only the first five skills in each category contribute points. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for stacking rules and caps.&lt;br /&gt;
&lt;br /&gt;
==== Stamina ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! General !! Warrior !! Scout !! Warrior &amp;amp; Scout&lt;br /&gt;
|-&lt;br /&gt;
| [[Body Development]] || [[Aficionado]] || [[Arcane Saboteur]] || [[Battlefield Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Intuition]] || [[Arcane Champion]] || [[Beast Command]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger]] || [[Armoured Caster]] || [[Beast Empathy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Scoundrel]] || [[Berserker]] || [[Chameleon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Breaker]] || [[Detect Lies]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Carry Others]] || [[Device Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Defender]] || [[Friendly Face]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Duellist]] || [[Harrier]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Heroic Charge]] || [[Hunter&#039;s Insight]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Inspiration]] || [[Hunter&#039;s Mark]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Juggernaut]] || [[Maverick]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Rallying Cry]] || [[Move in Cover]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Restrain Others]] || [[Pathfinder]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Stalwart]] || [[Sapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Strategic Insight]] || [[Scrapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Through Defence]] || [[Silver Tongue]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Subterfuge]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Talon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tracking Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Trapper]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magic Points and Work Units ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Magic Points !! Category !! Work Units !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [[Blessing of Chance]] || Magician || [[Alchemist]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Charm Invocation]] || General || [[Amalgams]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Resistance]] || Magician || [[Anatomist]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Spellcasting]] || General || [[Antidotes]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonology]] || General || [[Apothecary]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Diamond Body]] || Magician || [[Armourer]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Spellcasting]] || General || [[Artist]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Corporeal Spellcasting]] || Magician || [[Artisan]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Demonology]] || Magician || [[Blacksmith]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Elemental Spellcasting]] || Magician || [[Carpenter]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Necromancy]] || Magician || [[Concoction]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Spiritual Spellcasting]] || Magician || [[Field Surgery]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Thaumaturgy]] || Magician || [[Gemsmith]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Air]] || Magician || [[Glassblower]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Earth]] || Magician || [[Goldsmith]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of Fire]] || Magician || [[Imbuer]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Corporeal Spellcasting]] || General || [[Ironmonger]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Elemental Spellcasting]] || General || [[Jeweller]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Spiritual Spellcasting]] || General || [[Jury Rig]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancy]] || General || [[Mechanician]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Oracle]] || Magician || [[Papermaker]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiritual Spellcasting]] || General || [[Physician]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Talisman Invocation]] || Magician || [[Poisoner]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| [[Thaumaturgy]] || General || [[Surgeon]] || General&lt;br /&gt;
|-&lt;br /&gt;
| [[Unbreakable Will]] || Magician || [[Tailor]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tattooist]] || Creator&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Weaponsmith]] || Creator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lellian of the Forge&#039;&#039; has the skills Artisan, Blacksmith, Weaponsmith and Creator archetype, granting them 15 work units from skills. They purchase 10 levels of Extra Work Units, giving them 25 work units per day (the Creator maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kira Shieldbreaker&#039;&#039; has the skills Body Development, Ranger, Scoundrel, Defender, Heroic Charge and Warrior archetype — five skills that grant stamina. Only the first five contribute points, so they have 25 stamina from skills rather than 30. They purchase 5 levels of Extra Stamina, giving them 30 stamina per day (the Warrior maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theron the Wanderer&#039;&#039; has Body Development, Corporeal Spellcasting, and Artisan but no primary archetype. They have 5 stamina, 5 magic points, and 5 work units from skills. They could purchase up to 10 Extra Stamina (for 15 total), 10 Extra Magic Points (for 15 total), and 10 Extra Work Units (for 15 total) — but no more, as 15 is the cap for characters without a primary archetype.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Some abilities grant &#039;&#039;&#039;boons&#039;&#039;&#039;, ongoing magical benefits that provide charges or passive effects. Boons may be granted by [[Rites|rites]], [[Surgery|surgical procedures]], [[Alchemy|alchemical preparations]] or other sources.&lt;br /&gt;
&lt;br /&gt;
A character may only have &#039;&#039;&#039;three active boons&#039;&#039;&#039; at any given time, regardless of source. If a character already has three boons and receives another, they must choose which boon to lose. See [[Rites#Boons|Boons]] for more details.&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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] 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 [[Character Progression#Special Characters|&#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 &#039;&#039;&#039;the character’s third event&#039;&#039;&#039;. As of the start of the third event, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character’s skills after that point generally requires effort of some sort, including ritual transformation; a number of routes are available in the game.&lt;br /&gt;
&lt;br /&gt;
Of course, 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Stamina&amp;diff=5929</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Stamina&amp;diff=5929"/>
		<updated>2026-04-28T02:35:45Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Skills That Grant Stamina */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While Magicians channel external power, [[Warrior]] and [[Scout]] draw on their own reserves of focus and determination. This inner fire is known as &#039;&#039;stamina&#039;&#039;. It fuels devastating blows, precision strikes, and acts of endurance. Stamina is an expression of will that has been shaped by training, which means that every Warrior and Scout uses it in their own unique way.&lt;br /&gt;
&lt;br /&gt;
Characters who can draw on their own stamina to fuel abilities and skills in this way do so by spending &#039;&#039;stamina points&#039;&#039;. &#039;&#039;Stamina points&#039;&#039; are an out-of-character game mechanic which represent how big a character&#039;s reserves of stamina are within the world of the game. This mechanic also allows a player to track how many times they can use abilities and skills which are powered by stamina points before they run out of power. Many skills which use stamina points are shared between the Warrior and Scout archetypes.&lt;br /&gt;
&lt;br /&gt;
There are two main types of stamina use:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Combat techniques:&#039;&#039; Warriors may use stamina to power strong attacks, support defensive manoeuvres, and achieve other feats of physical dominance. Warrior techniques which use stamina are generally quick and have immediate effects.&lt;br /&gt;
* &#039;&#039;Field skills:&#039;&#039; Scouts may use stamina to power feats of endurance, precision and cunning. These could include, for example, tracking prey effectively, or landing a perfectly-placed strike.&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;Sources of Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players will be able to discover more information about how stamina functions within the world of &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; as they play the game. However, the ways in which Warriors and Scouts draw on this power are as varied as those who use it.&lt;br /&gt;
&lt;br /&gt;
For example, a highly-disciplined soldier could draw on years of drilled training, their body responding to muscle memory which has been honed by countless repetition. A berserker might channel raw fury, burning through their reserves in a blaze of violence. A cunning rogue could rely on nerve and perfect timing, expending their stamina in one decisive moment. A patient hunter might draw on stillness and concentration, waiting for the perfect shot.&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, the source of a character&#039;s stamina has little effect or impact, but it could inform roleplay, and may play a significant role in [[Research|research]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stamina Points ==&lt;br /&gt;
&lt;br /&gt;
Certain skills grant &#039;&#039;&#039;stamina points&#039;&#039;&#039;. Each such skill grants &#039;&#039;&#039;5 stamina points per day&#039;&#039;&#039;, up to a &#039;&#039;&#039;maximum of 25 stamina&#039;&#039;&#039; from skills. A character&#039;s archetype determines their overall stamina cap, which may limit how many skills contribute:&lt;br /&gt;
&lt;br /&gt;
* No primary archetype: 15 stamina maximum (can benefit from up to 3 skills)&lt;br /&gt;
* Warrior or Scout archetype: 30 stamina maximum (can benefit from up to 5 skills)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters who have not reached their cap from skills alone can purchase additional stamina via the skill [[Extra Stamina]].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise indicated, characters start the game each day with the full amount of stamina points that they are able to receive.&lt;br /&gt;
&lt;br /&gt;
Player characters who use skills which are powered by stamina should have a visible means of tracking their stamina points, and they must keep it on their person at all times.&lt;br /&gt;
&lt;br /&gt;
==== Skills That Grant Stamina Points ====&lt;br /&gt;
The following skills grant stamina points. Each skill grants up to &#039;&#039;&#039;5 points&#039;&#039;&#039; per day, but only the first five skills contribute points. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for stacking rules and caps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! General !! Warrior !! Scout !! Warrior &amp;amp; Scout&lt;br /&gt;
|-&lt;br /&gt;
| [[Body Development]] || [[Aficionado]] || [[Arcane Saboteur]] || [[Battlefield Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Intuition]] || [[Arcane Champion]] || [[Beast Command]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger]] || [[Armoured Caster]] || [[Beast Empathy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Scoundrel]] || [[Berserker]] || [[Chameleon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Breaker]] || [[Detect Lies]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Carry Others]] || [[Device Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Defender]] || [[Friendly Face]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Duellist]] || [[Harrier]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Heroic Charge]] || [[Hunter&#039;s Insight]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Inspiration]] || [[Hunter&#039;s Mark]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Juggernaut]] || [[Maverick]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Rallying Cry]] || [[Move in Cover]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Restrain Others]] || [[Pathfinder]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Stalwart]] || [[Sapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Strategic Insight]] || [[Scrapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Through Defence]] || [[Silver Tongue]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Subterfuge]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Talon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tracking Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Trapper]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Stamina ==&lt;br /&gt;
&lt;br /&gt;
Warrior and scout abilities which are powered by stamina have a stamina cost to use them. The character must spend the stated amount of stamina points to activate the ability. If the character does not have enough stamina points, they cannot use the ability.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5928</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5928"/>
		<updated>2026-04-28T02:35:09Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Stamina */&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]]. 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;
What follows is the &#039;&#039;mechanics&#039;&#039; of character creation: archetypes, skills and so on. If you’re feeling a little lost, head over to &#039;&#039;[[Making Your Character]]&#039;&#039; for some tips on coming up with a concept, background and look for your character.&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 more powerful skills and avenues for research. 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;
:*&#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;
:*&#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;
:*&#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|research]]. &#039;&#039;&#039;Most 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 [[Character Progression#Complexity and Skill Level|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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Race&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Race no longer plays any part in character creation in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, or indeed in the setting at all. Your character may belong to a specific local “culture” that may or may not have a distinctive appearance associated with it, but it won’t affect which skills you can learn. See [[Making Your Character#Can I Play An Elf?|&#039;&#039;Can I Play An Elf?&#039;&#039;]] for more on this topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 experience 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) to take 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;
:* &#039;&#039;&#039;Cross-Archetype Skills:&#039;&#039;&#039; You can learn some skills from other archetypes, but may learn no more than &#039;&#039;&#039;one&#039;&#039;&#039; point worth of [[#Cross-Archetype Skills|cross-archetype skills]] for every &#039;&#039;&#039;two&#039;&#039;&#039; points worth of general skills and skills from your own archetype, combined.&lt;br /&gt;
:* &#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Most archetype skills require you to know other skills before you can learn them, and many of the more powerful skills are limited to that archetype (i.e. they cannot be learned as cross-archetype skills). Skills are listed with their prerequisites.&lt;br /&gt;
:* &#039;&#039;&#039;Pinnacle Skills:&#039;&#039;&#039; The most advanced skills (marked with a * on the archetype skill tables) require absolute focus and dedication. You must belong to the relevant archetype and cannot learn more than &#039;&#039;&#039;one&#039;&#039;&#039; such skill.&lt;br /&gt;
:* &#039;&#039;&#039;Points Cap:&#039;&#039;&#039; There is a limit to mortals’ potential to learn. No normal mortal character can learn [[Character Progression#Points Cap|more than &#039;&#039;&#039;100&#039;&#039;&#039; experience points]] worth of skills, including abilities gained via magic.&lt;br /&gt;
:* &#039;&#039;&#039;No Repeat Picks:&#039;&#039;&#039; All skills may be learned at most &#039;&#039;&#039;once&#039;&#039;&#039; each, unless they stipulate otherwise (i.e. [[Extra Magic Points]], [[Extra Work Units]], [[Income]] and [[Resources]]).&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;
A full list of all [[#General Skills|general]] and [[#Archetype Skills|archetype]] skills can be found at &#039;&#039;[[Skills List]]&#039;&#039;. They are also laid out in a visual diagram at &#039;&#039;[[Skills Map]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Things That Aren&#039;t Skills&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 experience points:&lt;br /&gt;
&lt;br /&gt;
:* Read and write&lt;br /&gt;
:* Count and perform arithmetic&lt;br /&gt;
:* Make and read maps&lt;br /&gt;
:* Fight with [[Weapon Categories|small and one-handed weapons]]&lt;br /&gt;
&lt;br /&gt;
Note that fighting with &#039;&#039;two&#039;&#039; weapons (whether two small weapons, or two one-handed weapons, or one small and one one-handed) requires the [[Two Weapons]] skill.&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, such as a warrior’s trick moves and mighty blows, or a magician’s mighty sorceries and esoteric workings.&lt;br /&gt;
&lt;br /&gt;
Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of prerequisites.&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, with two restrictions: &lt;br /&gt;
&lt;br /&gt;
:* Any character can have a maximum of &#039;&#039;&#039;1 point&#039;&#039;&#039; worth of skills in &#039;&#039;&#039;other archetypes&#039;&#039;&#039; for every &#039;&#039;&#039;2 points&#039;&#039;&#039; worth of skills they have in their &#039;&#039;&#039;main archetype and general skills combined&#039;&#039;&#039;.&lt;br /&gt;
:* No character may have more points worth of skills in all other archetypes combined than they have skills in their main archetype.&lt;br /&gt;
&lt;br /&gt;
This limitation doesn’t apply to [[#General Skills|general skills]] at all; you can always learn as many of them as you wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Hunter of undead Torian Gravearrow, with the magician archetype, has the &#039;&#039;&#039;general&#039;&#039;&#039; skills [[Body Development]] (6 points), [[Corporeal Spellcasting]] (6 points), [[Iron Will]] (6 points), [[Light Armour]] (2 points), [[Spiritual Spellcasting]] (6 points) and [[Two Weapons]] (3 points), and the &#039;&#039;&#039;magician&#039;&#039;&#039; skills [[Greater Corporeal Spellcasting]] (8 points), [[Immune to Mind Effect|Immune to Enthral]] (6 points) and [[Necromancy]] (8 points). This comes to a total of 51 points worth of skills, including 22 magician skills.&lt;br /&gt;
:This allows them to learn the &#039;&#039;&#039;warrior&#039;&#039;&#039; skills [[Armoured Caster]] (8 points), [[Greater Body Development]] (6 points) and [[Medium Armour]] (2 points) and the &#039;&#039;&#039;scout&#039;&#039;&#039; skill Tracking Proficiency (5 points), for a total of 21 points worth of cross-archetype skills.&lt;br /&gt;
&lt;br /&gt;
== Magic Points, Stamina and Work Units ==&lt;br /&gt;
&lt;br /&gt;
Characters may have access to one or more of the following pools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic points&#039;&#039;&#039; fuel spells, rites, invocations and other sorcerous acts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039; fuels warrior and scout combat techniques and abilities.&lt;br /&gt;
* &#039;&#039;&#039;Work units&#039;&#039;&#039; drive crafting, surgery, alchemy and other actions that create or alter things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pools are shared between all relevant skills. Anyone with stamina-granting skills has a single pool of stamina, which they may spend on any known stamina abilities. Anyone with magic skills has a single pool of magic points, which they may spend on any known spells, rites or other magical abilities. Anyone with creation skills has a single pool of work units, which they may spend on any of their creation skills.&lt;br /&gt;
&lt;br /&gt;
All pools refresh to full every morning at Time In.&lt;br /&gt;
&lt;br /&gt;
=== Point Caps ===&lt;br /&gt;
&lt;br /&gt;
Each skill that grants a particular type of points adds 5 to that pool. However, only the first five such skills contribute — any skills beyond the fifth grant no further points. This means skills alone can grant up to 25 points to any single pool, subject to the archetype caps below.&lt;br /&gt;
&lt;br /&gt;
Characters can purchase [[Extra Stamina]], [[Extra Magic Points]] or [[Extra Work Units]] to increase their pools beyond what skills provide. The prerequisite for each is any skill which grants that type.&lt;br /&gt;
&lt;br /&gt;
The maximum points a character can have depends on whether they have selected a primary archetype:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pool !! No Primary Archetype !! Primary Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 15 || 30 ([[Warrior]] or [[Scout]])&lt;br /&gt;
|-&lt;br /&gt;
| Magic Points || 15 || 30 ([[Magician]])&lt;br /&gt;
|-&lt;br /&gt;
| Work Units || 15 || 25 ([[Creator]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource-Granting Skills ===&lt;br /&gt;
&lt;br /&gt;
The following skills grant points to their respective resource pools. Each skill grants up to &#039;&#039;&#039;5 points&#039;&#039;&#039; per day, but only the first five skills in each category contribute points. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for stacking rules and caps.&lt;br /&gt;
&lt;br /&gt;
==== Stamina ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! General !! Warrior !! Scout !! Warrior &amp;amp; Scout&lt;br /&gt;
|-&lt;br /&gt;
| [[Body Development]] || [[Aficionado]] || [[Arcane Saboteur]] || [[Battlefield Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Intuition]] || [[Arcane Champion]] || [[Beast Command]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger]] || [[Armoured Caster]] || [[Beast Empathy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Scoundrel]] || [[Berserker]] || [[Chameleon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Breaker]] || [[Detect Lies]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Carry Others]] || [[Device Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Defender]] || [[Friendly Face]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Duellist]] || [[Harrier]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Heroic Charge]] || [[Hunter&#039;s Insight]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Inspiration]] || [[Hunter&#039;s Mark]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Juggernaut]] || [[Maverick]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Rallying Cry]] || [[Move in Cover]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Restrain Others]] || [[Pathfinder]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Stalwart]] || [[Sapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Strategic Insight]] || [[Scrapper]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || [[Through Defence]] || [[Silver Tongue]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Subterfuge]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Talon]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tracking Proficiency]] ||&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Trapper]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magic Points and Work Units ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Magic Points !! Category !! Work Units !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Spellcasting]] || General || [[Artisan]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Spellcasting]] || General || [[Blacksmith]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiritual Spellcasting]] || General || [[Jeweller]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Corporeal Spellcasting]] || General || [[Alchemist]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Elemental Spellcasting]] || General || [[Apothecary]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Spiritual Spellcasting]] || General || [[Imbuer]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonology]] || General || [[Carpenter]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancy]] || General || [[Artist]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Thaumaturgy]] || General || [[Glassblower]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Charm Invocation]] || General || [[Tailor]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Corporeal Spellcasting]] || Magician || [[Papermaker]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Elemental Spellcasting]] || Magician || [[Ironmonger]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Spiritual Spellcasting]] || Magician || [[Armourer]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Demonology]] || Magician || [[Weaponsmith]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Necromancy]] || Magician || [[Mechanician]] || Blacksmith/Jeweller&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Thaumaturgy]] || Magician || [[Goldsmith]] || Jeweller Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Talisman Invocation]] || Magician || [[Gemsmith]] || Jeweller Path (Creator)&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Amalgams]] || Alchemy Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Antidotes]] || Alchemy Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Anatomist]] || Surgery Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tattooist]] || Surgery Path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Surgery]] does &#039;&#039;&#039;not&#039;&#039;&#039; grant work units.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lellian of the Forge&#039;&#039; has the skills Artisan, Blacksmith, Weaponsmith and Creator archetype, granting them 15 work units from skills. They purchase 10 levels of Extra Work Units, giving them 25 work units per day (the Creator maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kira Shieldbreaker&#039;&#039; has the skills Body Development, Ranger, Scoundrel, Defender, Heroic Charge and Warrior archetype — five skills that grant stamina. Only the first five contribute points, so they have 25 stamina from skills rather than 30. They purchase 5 levels of Extra Stamina, giving them 30 stamina per day (the Warrior maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theron the Wanderer&#039;&#039; has Body Development, Corporeal Spellcasting, and Artisan but no primary archetype. They have 5 stamina, 5 magic points, and 5 work units from skills. They could purchase up to 10 Extra Stamina (for 15 total), 10 Extra Magic Points (for 15 total), and 10 Extra Work Units (for 15 total) — but no more, as 15 is the cap for characters without a primary archetype.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Some abilities grant &#039;&#039;&#039;boons&#039;&#039;&#039;, ongoing magical benefits that provide charges or passive effects. Boons may be granted by [[Rites|rites]], [[Surgery|surgical procedures]], [[Alchemy|alchemical preparations]] or other sources.&lt;br /&gt;
&lt;br /&gt;
A character may only have &#039;&#039;&#039;three active boons&#039;&#039;&#039; at any given time, regardless of source. If a character already has three boons and receives another, they must choose which boon to lose. See [[Rites#Boons|Boons]] for more details.&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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] 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 [[Character Progression#Special Characters|&#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 &#039;&#039;&#039;the character’s third event&#039;&#039;&#039;. As of the start of the third event, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character’s skills after that point generally requires effort of some sort, including ritual transformation; a number of routes are available in the game.&lt;br /&gt;
&lt;br /&gt;
Of course, 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5927</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Character_Creation&amp;diff=5927"/>
		<updated>2026-04-28T02:27:06Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Stamina */&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]]. 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;
What follows is the &#039;&#039;mechanics&#039;&#039; of character creation: archetypes, skills and so on. If you’re feeling a little lost, head over to &#039;&#039;[[Making Your Character]]&#039;&#039; for some tips on coming up with a concept, background and look for your character.&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 more powerful skills and avenues for research. 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;
:*&#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;
:*&#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;
:*&#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|research]]. &#039;&#039;&#039;Most 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 [[Character Progression#Complexity and Skill Level|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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Race&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Race no longer plays any part in character creation in the &#039;&#039;&#039;&#039;&#039;Renewal&#039;&#039;&#039;&#039;&#039; campaign, or indeed in the setting at all. Your character may belong to a specific local “culture” that may or may not have a distinctive appearance associated with it, but it won’t affect which skills you can learn. See [[Making Your Character#Can I Play An Elf?|&#039;&#039;Can I Play An Elf?&#039;&#039;]] for more on this topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
Your character starts with &#039;&#039;&#039;20 experience 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) to take 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;
:* &#039;&#039;&#039;Cross-Archetype Skills:&#039;&#039;&#039; You can learn some skills from other archetypes, but may learn no more than &#039;&#039;&#039;one&#039;&#039;&#039; point worth of [[#Cross-Archetype Skills|cross-archetype skills]] for every &#039;&#039;&#039;two&#039;&#039;&#039; points worth of general skills and skills from your own archetype, combined.&lt;br /&gt;
:* &#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Most archetype skills require you to know other skills before you can learn them, and many of the more powerful skills are limited to that archetype (i.e. they cannot be learned as cross-archetype skills). Skills are listed with their prerequisites.&lt;br /&gt;
:* &#039;&#039;&#039;Pinnacle Skills:&#039;&#039;&#039; The most advanced skills (marked with a * on the archetype skill tables) require absolute focus and dedication. You must belong to the relevant archetype and cannot learn more than &#039;&#039;&#039;one&#039;&#039;&#039; such skill.&lt;br /&gt;
:* &#039;&#039;&#039;Points Cap:&#039;&#039;&#039; There is a limit to mortals’ potential to learn. No normal mortal character can learn [[Character Progression#Points Cap|more than &#039;&#039;&#039;100&#039;&#039;&#039; experience points]] worth of skills, including abilities gained via magic.&lt;br /&gt;
:* &#039;&#039;&#039;No Repeat Picks:&#039;&#039;&#039; All skills may be learned at most &#039;&#039;&#039;once&#039;&#039;&#039; each, unless they stipulate otherwise (i.e. [[Extra Magic Points]], [[Extra Work Units]], [[Income]] and [[Resources]]).&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;
A full list of all [[#General Skills|general]] and [[#Archetype Skills|archetype]] skills can be found at &#039;&#039;[[Skills List]]&#039;&#039;. They are also laid out in a visual diagram at &#039;&#039;[[Skills Map]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Things That Aren&#039;t Skills&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 experience points:&lt;br /&gt;
&lt;br /&gt;
:* Read and write&lt;br /&gt;
:* Count and perform arithmetic&lt;br /&gt;
:* Make and read maps&lt;br /&gt;
:* Fight with [[Weapon Categories|small and one-handed weapons]]&lt;br /&gt;
&lt;br /&gt;
Note that fighting with &#039;&#039;two&#039;&#039; weapons (whether two small weapons, or two one-handed weapons, or one small and one one-handed) requires the [[Two Weapons]] skill.&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, such as a warrior’s trick moves and mighty blows, or a magician’s mighty sorceries and esoteric workings.&lt;br /&gt;
&lt;br /&gt;
Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of prerequisites.&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, with two restrictions: &lt;br /&gt;
&lt;br /&gt;
:* Any character can have a maximum of &#039;&#039;&#039;1 point&#039;&#039;&#039; worth of skills in &#039;&#039;&#039;other archetypes&#039;&#039;&#039; for every &#039;&#039;&#039;2 points&#039;&#039;&#039; worth of skills they have in their &#039;&#039;&#039;main archetype and general skills combined&#039;&#039;&#039;.&lt;br /&gt;
:* No character may have more points worth of skills in all other archetypes combined than they have skills in their main archetype.&lt;br /&gt;
&lt;br /&gt;
This limitation doesn’t apply to [[#General Skills|general skills]] at all; you can always learn as many of them as you wish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
:Hunter of undead Torian Gravearrow, with the magician archetype, has the &#039;&#039;&#039;general&#039;&#039;&#039; skills [[Body Development]] (6 points), [[Corporeal Spellcasting]] (6 points), [[Iron Will]] (6 points), [[Light Armour]] (2 points), [[Spiritual Spellcasting]] (6 points) and [[Two Weapons]] (3 points), and the &#039;&#039;&#039;magician&#039;&#039;&#039; skills [[Greater Corporeal Spellcasting]] (8 points), [[Immune to Mind Effect|Immune to Enthral]] (6 points) and [[Necromancy]] (8 points). This comes to a total of 51 points worth of skills, including 22 magician skills.&lt;br /&gt;
:This allows them to learn the &#039;&#039;&#039;warrior&#039;&#039;&#039; skills [[Armoured Caster]] (8 points), [[Greater Body Development]] (6 points) and [[Medium Armour]] (2 points) and the &#039;&#039;&#039;scout&#039;&#039;&#039; skill Tracking Proficiency (5 points), for a total of 21 points worth of cross-archetype skills.&lt;br /&gt;
&lt;br /&gt;
== Magic Points, Stamina and Work Units ==&lt;br /&gt;
&lt;br /&gt;
Characters may have access to one or more of the following pools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Magic points&#039;&#039;&#039; fuel spells, rites, invocations and other sorcerous acts.&lt;br /&gt;
* &#039;&#039;&#039;Stamina&#039;&#039;&#039; fuels warrior and scout combat techniques and abilities.&lt;br /&gt;
* &#039;&#039;&#039;Work units&#039;&#039;&#039; drive crafting, surgery, alchemy and other actions that create or alter things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These pools are shared between all relevant skills. Anyone with stamina-granting skills has a single pool of stamina, which they may spend on any known stamina abilities. Anyone with magic skills has a single pool of magic points, which they may spend on any known spells, rites or other magical abilities. Anyone with creation skills has a single pool of work units, which they may spend on any of their creation skills.&lt;br /&gt;
&lt;br /&gt;
All pools refresh to full every morning at Time In.&lt;br /&gt;
&lt;br /&gt;
=== Point Caps ===&lt;br /&gt;
&lt;br /&gt;
Each skill that grants a particular type of points adds 5 to that pool. However, only the first five such skills contribute — any skills beyond the fifth grant no further points. This means skills alone can grant up to 25 points to any single pool, subject to the archetype caps below.&lt;br /&gt;
&lt;br /&gt;
Characters can purchase [[Extra Stamina]], [[Extra Magic Points]] or [[Extra Work Units]] to increase their pools beyond what skills provide. The prerequisite for each is any skill which grants that type.&lt;br /&gt;
&lt;br /&gt;
The maximum points a character can have depends on whether they have selected a primary archetype:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pool !! No Primary Archetype !! Primary Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Stamina || 15 || 30 ([[Warrior]] or [[Scout]])&lt;br /&gt;
|-&lt;br /&gt;
| Magic Points || 15 || 30 ([[Magician]])&lt;br /&gt;
|-&lt;br /&gt;
| Work Units || 15 || 25 ([[Creator]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource-Granting Skills ===&lt;br /&gt;
&lt;br /&gt;
The following skills grant points to their respective resource pools. Each skill grants up to &#039;&#039;&#039;5 points&#039;&#039;&#039; per day, but only the first five skills in each category contribute points. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for stacking rules and caps.&lt;br /&gt;
&lt;br /&gt;
==== Stamina ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! General !! Warrior !! Scout&lt;br /&gt;
|-&lt;br /&gt;
| [[Intuition]] || [[Armoured Caster]] || [[Arcane Saboteur]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger]] || [[Body Development]] || [[Battlefield Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scoundrel]] || [[Breaker]] || [[Beast Command]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Carry Others]] || [[Beast Empathy]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Defender]] || [[Chameleon]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Duellist]] || [[Device Proficiency]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Heroic Charge]] || [[Friendly Face]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Inspiration]] || [[Harrier]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Strategic Insight]] || [[Hunter&#039;s Mark]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Through Defence]] || [[Maverick]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Arcane Champion]] || [[Move in Cover]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Restrain Others]] || [[Pathfinder]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Juggernaut]] || [[Sapper]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Stalwart]] || [[Scrapper]]&lt;br /&gt;
|-&lt;br /&gt;
| || [[Aficionado]] || [[Silver Tongue]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| || [[Berserker]] ||| [[Subterfuge]]&lt;br /&gt;
| || [[Rallying Cry]] || &lt;br /&gt;
|-&lt;br /&gt;
| || || [[Trapper]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magic Points and Work Units ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Magic Points !! Category !! Work Units !! Category&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporeal Spellcasting]] || General || [[Artisan]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Elemental Spellcasting]] || General || [[Blacksmith]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiritual Spellcasting]] || General || [[Jeweller]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Corporeal Spellcasting]] || General || [[Alchemist]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Elemental Spellcasting]] || General || [[Apothecary]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Greater Spiritual Spellcasting]] || General || [[Imbuer]] || Entry Skill&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonology]] || General || [[Carpenter]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromancy]] || General || [[Artist]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Thaumaturgy]] || General || [[Glassblower]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Charm Invocation]] || General || [[Tailor]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Corporeal Spellcasting]] || Magician || [[Papermaker]] || Artisan Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Elemental Spellcasting]] || Magician || [[Ironmonger]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Spiritual Spellcasting]] || Magician || [[Armourer]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Demonology]] || Magician || [[Weaponsmith]] || Blacksmith Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Necromancy]] || Magician || [[Mechanician]] || Blacksmith/Jeweller&lt;br /&gt;
|-&lt;br /&gt;
| [[Exalted Thaumaturgy]] || Magician || [[Goldsmith]] || Jeweller Path&lt;br /&gt;
|-&lt;br /&gt;
| [[Talisman Invocation]] || Magician || [[Gemsmith]] || Jeweller Path (Creator)&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Amalgams]] || Alchemy Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Antidotes]] || Alchemy Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Anatomist]] || Surgery Path&lt;br /&gt;
|-&lt;br /&gt;
| || || [[Tattooist]] || Surgery Path&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[Surgery]] does &#039;&#039;&#039;not&#039;&#039;&#039; grant work units.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lellian of the Forge&#039;&#039; has the skills Artisan, Blacksmith, Weaponsmith and Creator archetype, granting them 15 work units from skills. They purchase 10 levels of Extra Work Units, giving them 25 work units per day (the Creator maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kira Shieldbreaker&#039;&#039; has the skills Body Development, Ranger, Scoundrel, Defender, Heroic Charge and Warrior archetype — five skills that grant stamina. Only the first five contribute points, so they have 25 stamina from skills rather than 30. They purchase 5 levels of Extra Stamina, giving them 30 stamina per day (the Warrior maximum).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theron the Wanderer&#039;&#039; has Body Development, Corporeal Spellcasting, and Artisan but no primary archetype. They have 5 stamina, 5 magic points, and 5 work units from skills. They could purchase up to 10 Extra Stamina (for 15 total), 10 Extra Magic Points (for 15 total), and 10 Extra Work Units (for 15 total) — but no more, as 15 is the cap for characters without a primary archetype.&lt;br /&gt;
&lt;br /&gt;
== Boons ==&lt;br /&gt;
&lt;br /&gt;
Some abilities grant &#039;&#039;&#039;boons&#039;&#039;&#039;, ongoing magical benefits that provide charges or passive effects. Boons may be granted by [[Rites|rites]], [[Surgery|surgical procedures]], [[Alchemy|alchemical preparations]] or other sources.&lt;br /&gt;
&lt;br /&gt;
A character may only have &#039;&#039;&#039;three active boons&#039;&#039;&#039; at any given time, regardless of source. If a character already has three boons and receives another, they must choose which boon to lose. See [[Rites#Boons|Boons]] for more details.&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 [[General Rules#Game Organisation Desk|&#039;&#039;&#039;game organisation desk&#039;&#039;&#039;]] 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 [[Character Progression#Special Characters|&#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 &#039;&#039;&#039;the character’s third event&#039;&#039;&#039;. As of the start of the third event, the character is fixed.&lt;br /&gt;
&lt;br /&gt;
Changing your character’s skills after that point generally requires effort of some sort, including ritual transformation; a number of routes are available in the game.&lt;br /&gt;
&lt;br /&gt;
Of course, 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;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5926</id>
		<title>Talon</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5926"/>
		<updated>2026-04-28T02:25:47Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Talon*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Harrier]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character has trained in precision combat techniques aimed at incapacitating their enemies. This skill gives access to the following abilities:&lt;br /&gt;
* For &#039;&#039;&#039;10 stamina&#039;&#039;&#039; per use, call Mundane [[Paralysis]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;5 stamina&#039;&#039;&#039; per use, call Mundane [[Wounding]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;2 stamina&#039;&#039;&#039; per use, call Mundane [[Distract]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5925</id>
		<title>Talon</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Talon&amp;diff=5925"/>
		<updated>2026-04-28T02:25:35Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Talon*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Harrier]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character has trained in precision combat techniques aimed at incapacitating their enemies. This skill gives access to the following abilities:&lt;br /&gt;
* For &#039;&#039;&#039;10 stamina&#039;&#039;&#039; per use, call Mundane [[Paralysis]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;5 stamina&#039;&#039;&#039; per use, call Mundane [[Wounding]] when delivered with a melee weapon strike. &lt;br /&gt;
* For &#039;&#039;&#039;2 stamina&#039;&#039;&#039; per use, call Mundane [[Distract]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Silver_Tongue&amp;diff=5924</id>
		<title>Silver Tongue</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Silver_Tongue&amp;diff=5924"/>
		<updated>2026-04-28T02:24:08Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Silver Tongue*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 8 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Diplomat&#039;s Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || At the cost of 10 stamina, the character can actively speak to listening subjects for at least 30 seconds. The character can then call Mundane [[Enthral]] against up to three subjects within 10ft/3m, by pointing and calling the effect individually in quick succession (similar to calling multiple targets with the [[Flare]] spell).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The subjects must then listen to the character attentively as long as they continue to speak in coherent sentences, unless broken by any attack, per the spell [[Enthral]]. The subject can resist with [[Iron Will]] as usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The targets must be from those listening subjects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This skill grants &#039;&#039;&#039;5 Stamina&#039;&#039;&#039; per day. The number of stamina points the character can benefit from each day depends on their cap. See [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5923</id>
		<title>Scrapper</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Scrapper&amp;diff=5923"/>
		<updated>2026-04-28T02:23:49Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Scrapper&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Scoundrel]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || Gives access to the following abilities, each of which have a stamina cost:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Through&#039;&#039;&#039; - &#039;&#039;&#039;1 stamina.&#039;&#039;&#039; The ability to call [[Calls|Through]] when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Confusion&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Confusion]]&amp;quot; when delivered with a melee weapon strike. This cannot be stacked with magical calls or blade venoms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mundane Flare&#039;&#039;&#039; - &#039;&#039;&#039;2 stamina&#039;&#039;&#039;. The ability to call &amp;quot;Mundane [[Flare]]&amp;quot; as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Maverick]], [[Poison Aptitude]]&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Poison_Aptitude&amp;diff=5922</id>
		<title>Poison Aptitude</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Poison_Aptitude&amp;diff=5922"/>
		<updated>2026-04-28T02:21:53Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Poison Aptitude&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 6 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Scrapper]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina &lt;br /&gt;
|-&lt;br /&gt;
| Description || Grants the ability to make use of any [[Alchemy Recipes#Blade Venoms|Blade Venom]] when using an ability that provides the usage of the call &amp;quot;[[Calls#Through|Through]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Maverick&amp;diff=5921</id>
		<title>Maverick</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Maverick&amp;diff=5921"/>
		<updated>2026-04-28T02:21:23Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Maverick*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Scrapper]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || The character has trained in dirty fighting techniques aimed at disabling their enemies quickly and quietly. This skill gives access to the following abilities:&lt;br /&gt;
&lt;br /&gt;
* For &#039;&#039;&#039;5 stamina&#039;&#039;&#039; per use, call Mundane [[Wounding]] when delivered with a melee weapon strike.&lt;br /&gt;
* For &#039;&#039;&#039;3 stamina&#039;&#039;&#039; per use, call Mundane [[Sleep]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
* For &#039;&#039;&#039;1 stamina&#039;&#039;&#039; per use, call Mundane [[Mute]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Calls#Touch_Spells_and_Abilities|Touch Spells and Abilities]] for rules on delivering touch effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Maverick&amp;diff=5920</id>
		<title>Maverick</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Maverick&amp;diff=5920"/>
		<updated>2026-04-28T02:18:44Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The character has trained in dirty fighting techniques aimed at disabling &lt;br /&gt;
their enemies quickly and quietly. This skill gives access to the &lt;br /&gt;
following abilities:&lt;br /&gt;
&lt;br /&gt;
* For &#039;&#039;&#039;5 stamina&#039;&#039;&#039; per use, call Mundane [[Wounding]] when delivered with a melee weapon strike.&lt;br /&gt;
* For &#039;&#039;&#039;3 stamina&#039;&#039;&#039; per use, call Mundane [[Sleep]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
* For &#039;&#039;&#039;1 stamina&#039;&#039;&#039; per use, call Mundane [[Mute]] as per [[Combat#Touch_Attacks|touch attack]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; See [[Combat#Touch_Attacks|Touch Attacks]] for rules on delivering touch attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill — a character may only have one Pinnacle skill.&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5919</id>
		<title>Strength (spell)</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5919"/>
		<updated>2026-04-28T02:14:05Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| Vocals || “By my exalted might let the Fountain of Life flow through me and into thee to give unrelenting might to thy frail frame – Strength”&lt;br /&gt;
|-&lt;br /&gt;
| Range|| Self / Touch&lt;br /&gt;
|-&lt;br /&gt;
| Duration || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 10 [[Magic#Magic Points|magic points]] &lt;br /&gt;
|-&lt;br /&gt;
| Key Words|| Exalted / Corporeal&lt;br /&gt;
|-&lt;br /&gt;
| Description || For the duration of the spell, the subject may use the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; when attacking with a weapon. As with any character with the continuous ability to call &#039;&#039;Strength&#039;&#039;, the subject is also immune to the call themselves, uses special rules with regards to [[Calls#Grappling With Strength|grappling]], and may be able to lift heavy objects etc. with referee approval.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Strength, regardless of source, may not be called with a melee weapon shorter than 18 inches. Weapons such as daggers are too short to convey the weight and force of a Strength blow convincingly or safely, and their use with this call is not permitted in combat.&lt;br /&gt;
|-&lt;br /&gt;
|  Skills || None (i.e. this skill must be [[Research|researched]] or acquired in play)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Spell List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5918</id>
		<title>Strength (spell)</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5918"/>
		<updated>2026-04-28T02:13:50Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| Vocals || “By my exalted might let the Fountain of Life flow through me and into thee to give unrelenting might to thy frail frame – Strength”&lt;br /&gt;
|-&lt;br /&gt;
| Range|| Self / Touch&lt;br /&gt;
|-&lt;br /&gt;
| Duration || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 10 [[Magic#Magic Points|magic points]] &lt;br /&gt;
|-&lt;br /&gt;
| Key Words|| Exalted / Corporeal&lt;br /&gt;
|-&lt;br /&gt;
| Description || For the duration of the spell, the subject may use the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; when attacking with a weapon. As with any character with the continuous ability to call &#039;&#039;Strength&#039;&#039;, the subject is also immune to the call themselves, uses special rules with regards to [[Calls#Grappling With Strength|grappling]], and may be able to lift heavy objects etc. with referee approval.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Strength, regardless of source, may not be called with a melee weapon shorter than 18 inches. Weapons such as daggers are too short to convey the weight and force of a Strength blow convincingly or safely, and their use with this call is not permitted in combat.&lt;br /&gt;
|-&lt;br /&gt;
|  Skills || None (i.e. this skill must be [[Research|researched]] or acquired in play)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Spell List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5917</id>
		<title>Strength (spell)</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Strength_(spell)&amp;diff=5917"/>
		<updated>2026-04-28T02:13:31Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Strength&lt;br /&gt;
|-&lt;br /&gt;
| Vocals || “By my exalted might let the Fountain of Life flow through me and into thee to give unrelenting might to thy frail frame – Strength”&lt;br /&gt;
|-&lt;br /&gt;
| Range|| Self / Touch&lt;br /&gt;
|-&lt;br /&gt;
| Duration || 1 minute&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 10 [[Magic#Magic Points|magic points]] &lt;br /&gt;
|-&lt;br /&gt;
| Key Words|| Exalted / Corporeal&lt;br /&gt;
|-&lt;br /&gt;
| Description || For the duration of the spell, the subject may use the damage call &#039;&#039;[[Calls#Strength|Strength]]&#039;&#039; when attacking with any weapon. As with any character with the continuous ability to call &#039;&#039;Strength&#039;&#039;, the subject is also immune to the call themselves, uses special rules with regards to [[Calls#Grappling With Strength|grappling]], and may be able to lift heavy objects etc. with referee approval.&lt;br /&gt;
&lt;br /&gt;
Note: Strength, regardless of source, may not be called with a melee weapon shorter than 18 inches. Weapons such as daggers are too short to convey the weight and force of a Strength blow convincingly or safely, and their use with this call is not permitted in combat.&lt;br /&gt;
|-&lt;br /&gt;
|  Skills || None (i.e. this skill must be [[Research|researched]] or acquired in play)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Return to [[Spell List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5916</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5916"/>
		<updated>2026-04-28T02:13:06Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* 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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Strength, regardless of source, may not be called with a melee weapon shorter than 18 inches. Weapons such as daggers are too &lt;br /&gt;
short to convey the weight and force of a Strength blow convincingly or safely, and their use with this call is not permitted in combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target’s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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; id=&amp;quot;Magical and Mundane Damage Calls&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 [[Combat#Damage Immunity|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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target’s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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 [[#Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith’s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot “stack” them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk’s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire’s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist’s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect’s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target’s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || 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;
| &#039;&#039;Confusion&#039;&#039; || 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;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || 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|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
=== Delivering the effect ===&lt;br /&gt;
&lt;br /&gt;
Offensive touch effects should be delivered by making brief, deliberate physical contact with the target. Touch attacks should be exaggerated &lt;br /&gt;
and deliberate, and much slower than weapon blows — a good guideline is one touch attack every five seconds or so.&lt;br /&gt;
&lt;br /&gt;
Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
The effect occurs at the moment the caster makes the call. If the touch misses or is physically avoided, the effect fails and any associated  resources are spent.&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, where multiple monsters have offensive touch attacks, monsters may be briefed to deliver these effects using a &lt;br /&gt;
dagger or similar physrep rather than hand contact. Where this is the case, the physrep is treated as an extension of the monster&#039;s hand and &lt;br /&gt;
not as a weapon attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mass Calls==&lt;br /&gt;
&lt;br /&gt;
Some powerful attacks, 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; calls (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; calls (e.g. &#039;&#039;Mass Elemental Missile&#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 call 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;
==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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mundane&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] by a spellcaster, nor [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skill [[Fearlessness]], [[Iron Body]] or [[Iron Will]] as relevant. Relevant [[Combat#Immunity|&#039;&#039;&#039;immunities&#039;&#039;&#039;]] work as normal against mundane attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Irresistible&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be &#039;&#039;&#039;resisted&#039;&#039;&#039; or &#039;&#039;&#039;countered&#039;&#039;&#039; by any means. &#039;&#039;&#039;Immunity&#039;&#039;&#039; works as normal against irresistible attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Extended&#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;
|-&lt;br /&gt;
| &#039;&#039;Permanent&#039;&#039; || The named spell or effect will continue until removed. This generally only applies to [[Poison and Disease|poisons and diseases]] that need [[Poison and Disease#Curing Diseases and Poisons|purging or curing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Special Rules for Mundane Effects&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 &#039;&#039;Mundane Fumble&#039;&#039; attack that must be aimed at the arm, 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), but has still struck the target, 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;
The calls &#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; may be used, generally with another [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call, to convey an envenomed or infectious attack or the like, as follows:&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 &#039;&#039;&#039;[[Combat#Armour Hits|armour hits]]&#039;&#039;&#039;, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:* Poison and disease calls that hit an &#039;&#039;&#039;armoured&#039;&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have &#039;&#039;&#039;no effect&#039;&#039;&#039;.&lt;br /&gt;
:* All poisons can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skill [[Resist Poison]], and all diseases can be &#039;&#039;&#039;resisted&#039;&#039;&#039; with the skill [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
Once a blade is envenomed, the next blow with that weapon &#039;&#039;&#039;must&#039;&#039;&#039; be accompanied by the relevant &#039;&#039;Poison&#039;&#039; call (i.e. the attacker cannot normally choose when to call it). If it hits an &#039;&#039;&#039;armoured&#039;&#039;&#039; location, or is blocked or parried, the dose of poison is expended (per [[#Uses, Charges and Magic Points|&#039;&#039;Uses, Charges and Magic Points&#039;&#039;]]). However, if a poison attack misses altogether, the venom is &#039;&#039;&#039;not&#039;&#039;&#039; expended, and the attacker must call it again on the next blow.&lt;br /&gt;
&lt;br /&gt;
Poison calls cannot be [[#Stacking Calls|“stacked”]] with calls from any magical source.&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;
| &#039;&#039;Acid Kiss&#039;&#039; || Poison || This poison inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; to the location struck every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to any [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]] first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and [[Combat#Healing and Armour Repair|repaired]] as normal. Acid Kiss can be [[#Curing Poisons and Diseases|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;
| &#039;&#039;Bitter Kiss&#039;&#039; || Poison || Reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039; instantly, [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitating&#039;&#039;&#039;]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Corrupted Wound&#039;&#039; || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[#Curing Poisons and Diseases|cleaned or cured]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Disease&#039;&#039; [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Resist Disease]]. By default, diseases require [[#Curing Poisons and Diseases|curing]] to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Poison&#039;&#039; [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be &#039;&#039;&#039;resisted&#039;&#039;&#039; by the skill [[Resist Poison]]. Unless accompanied by the call [[#Special Modifiers|&#039;&#039;Permanent&#039;&#039;]], the poison does &#039;&#039;not&#039;&#039; require purging, but elapses in the usual timescale for the effect call (although it may be [[#Curing Poisons and Diseases|purged]] to end the effects early). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More complex poisons do not use calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
&lt;br /&gt;
====Curing Poisons and Diseases====&lt;br /&gt;
&lt;br /&gt;
Poisons accompanied by the call &#039;&#039;[[#Special Modifiers|Permanent]]&#039;&#039;, and all diseases, must first be [[Poison and Disease#Curing Diseases and Poisons|cured or cleaned]] before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured 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;
==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;
| &#039;&#039;Countermagic&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; spell (or equivalent magical effect) is [[Combat#Resistance|prevented from occurring]]. If called against a &#039;&#039;&#039;[[#Mass Calls|mass]]&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Greater Countermagic&#039;&#039; || The indicated &#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;
| &#039;&#039;Nullify&#039;&#039; || The indicated &#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;
| &#039;&#039;Resist&#039;&#039; || The character calling this defence [[Combat#Resistance|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;
| &#039;&#039;No Effect&#039;&#039; || The character calling this defence is [[Combat#Immunity|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. Against a melee attack, this usually indicates that the attack caused no visible injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Defence Calls====&lt;br /&gt;
&lt;br /&gt;
Some spells and abilities, e.g. the skills [[Diamond Body]] or [[Defend Others]], have slightly different effects and require characters to call the names of the abilities they are using as an aid to referees. Most are not listed here as they do not require anyone &#039;&#039;else&#039;&#039; on the field to react any differently, but the following two are noted.&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;
| &#039;&#039;Defend Others&#039;&#039; || 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 &#039;&#039;&#039;not&#039;&#039;&#039; [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Reflect&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a [[#Mass Calls|&#039;&#039;&#039;mass&#039;&#039;&#039;]] spell or effect, only the effect on the character calling this defence is reflected.&lt;br /&gt;
|}&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. Note that while these effects may be phrased in general or descriptive terms, they should still be followed just as you would a standard call.&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.”&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.”&lt;br /&gt;
&lt;br /&gt;
Some effects without calls can still be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]]; in the first example above, for instance, [[Iron Will]] may protect you, while the second example may be resistible with [[Iron Body]]. Please ask the attending referee if you think a particular skill or effect my apply.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5915</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5915"/>
		<updated>2026-04-28T02:09:10Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Special Modifiers */&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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target’s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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; id=&amp;quot;Magical and Mundane Damage Calls&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 [[Combat#Damage Immunity|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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target’s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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 [[#Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith’s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot “stack” them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk’s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire’s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist’s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect’s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target’s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || 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;
| &#039;&#039;Confusion&#039;&#039; || 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;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || 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|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
=== Delivering the effect ===&lt;br /&gt;
&lt;br /&gt;
Offensive touch effects should be delivered by making brief, deliberate physical contact with the target. Touch attacks should be exaggerated &lt;br /&gt;
and deliberate, and much slower than weapon blows — a good guideline is one touch attack every five seconds or so.&lt;br /&gt;
&lt;br /&gt;
Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
The effect occurs at the moment the caster makes the call. If the touch misses or is physically avoided, the effect fails and any associated  resources are spent.&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, where multiple monsters have offensive touch attacks, monsters may be briefed to deliver these effects using a &lt;br /&gt;
dagger or similar physrep rather than hand contact. Where this is the case, the physrep is treated as an extension of the monster&#039;s hand and &lt;br /&gt;
not as a weapon attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mass Calls==&lt;br /&gt;
&lt;br /&gt;
Some powerful attacks, 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; calls (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; calls (e.g. &#039;&#039;Mass Elemental Missile&#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 call 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;
==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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mundane&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] by a spellcaster, nor [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skill [[Fearlessness]], [[Iron Body]] or [[Iron Will]] as relevant. Relevant [[Combat#Immunity|&#039;&#039;&#039;immunities&#039;&#039;&#039;]] work as normal against mundane attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Irresistible&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be &#039;&#039;&#039;resisted&#039;&#039;&#039; or &#039;&#039;&#039;countered&#039;&#039;&#039; by any means. &#039;&#039;&#039;Immunity&#039;&#039;&#039; works as normal against irresistible attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Extended&#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;
|-&lt;br /&gt;
| &#039;&#039;Permanent&#039;&#039; || The named spell or effect will continue until removed. This generally only applies to [[Poison and Disease|poisons and diseases]] that need [[Poison and Disease#Curing Diseases and Poisons|purging or curing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Special Rules for Mundane Effects&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 &#039;&#039;Mundane Fumble&#039;&#039; attack that must be aimed at the arm, 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), but has still struck the target, 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;
The calls &#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; may be used, generally with another [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call, to convey an envenomed or infectious attack or the like, as follows:&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 &#039;&#039;&#039;[[Combat#Armour Hits|armour hits]]&#039;&#039;&#039;, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:* Poison and disease calls that hit an &#039;&#039;&#039;armoured&#039;&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have &#039;&#039;&#039;no effect&#039;&#039;&#039;.&lt;br /&gt;
:* All poisons can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skill [[Resist Poison]], and all diseases can be &#039;&#039;&#039;resisted&#039;&#039;&#039; with the skill [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
Once a blade is envenomed, the next blow with that weapon &#039;&#039;&#039;must&#039;&#039;&#039; be accompanied by the relevant &#039;&#039;Poison&#039;&#039; call (i.e. the attacker cannot normally choose when to call it). If it hits an &#039;&#039;&#039;armoured&#039;&#039;&#039; location, or is blocked or parried, the dose of poison is expended (per [[#Uses, Charges and Magic Points|&#039;&#039;Uses, Charges and Magic Points&#039;&#039;]]). However, if a poison attack misses altogether, the venom is &#039;&#039;&#039;not&#039;&#039;&#039; expended, and the attacker must call it again on the next blow.&lt;br /&gt;
&lt;br /&gt;
Poison calls cannot be [[#Stacking Calls|“stacked”]] with calls from any magical source.&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;
| &#039;&#039;Acid Kiss&#039;&#039; || Poison || This poison inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; to the location struck every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to any [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]] first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and [[Combat#Healing and Armour Repair|repaired]] as normal. Acid Kiss can be [[#Curing Poisons and Diseases|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;
| &#039;&#039;Bitter Kiss&#039;&#039; || Poison || Reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039; instantly, [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitating&#039;&#039;&#039;]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Corrupted Wound&#039;&#039; || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[#Curing Poisons and Diseases|cleaned or cured]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Disease&#039;&#039; [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Resist Disease]]. By default, diseases require [[#Curing Poisons and Diseases|curing]] to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Poison&#039;&#039; [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be &#039;&#039;&#039;resisted&#039;&#039;&#039; by the skill [[Resist Poison]]. Unless accompanied by the call [[#Special Modifiers|&#039;&#039;Permanent&#039;&#039;]], the poison does &#039;&#039;not&#039;&#039; require purging, but elapses in the usual timescale for the effect call (although it may be [[#Curing Poisons and Diseases|purged]] to end the effects early). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More complex poisons do not use calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
&lt;br /&gt;
====Curing Poisons and Diseases====&lt;br /&gt;
&lt;br /&gt;
Poisons accompanied by the call &#039;&#039;[[#Special Modifiers|Permanent]]&#039;&#039;, and all diseases, must first be [[Poison and Disease#Curing Diseases and Poisons|cured or cleaned]] before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured 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;
==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;
| &#039;&#039;Countermagic&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; spell (or equivalent magical effect) is [[Combat#Resistance|prevented from occurring]]. If called against a &#039;&#039;&#039;[[#Mass Calls|mass]]&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Greater Countermagic&#039;&#039; || The indicated &#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;
| &#039;&#039;Nullify&#039;&#039; || The indicated &#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;
| &#039;&#039;Resist&#039;&#039; || The character calling this defence [[Combat#Resistance|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;
| &#039;&#039;No Effect&#039;&#039; || The character calling this defence is [[Combat#Immunity|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. Against a melee attack, this usually indicates that the attack caused no visible injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Defence Calls====&lt;br /&gt;
&lt;br /&gt;
Some spells and abilities, e.g. the skills [[Diamond Body]] or [[Defend Others]], have slightly different effects and require characters to call the names of the abilities they are using as an aid to referees. Most are not listed here as they do not require anyone &#039;&#039;else&#039;&#039; on the field to react any differently, but the following two are noted.&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;
| &#039;&#039;Defend Others&#039;&#039; || 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 &#039;&#039;&#039;not&#039;&#039;&#039; [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Reflect&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a [[#Mass Calls|&#039;&#039;&#039;mass&#039;&#039;&#039;]] spell or effect, only the effect on the character calling this defence is reflected.&lt;br /&gt;
|}&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. Note that while these effects may be phrased in general or descriptive terms, they should still be followed just as you would a standard call.&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.”&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.”&lt;br /&gt;
&lt;br /&gt;
Some effects without calls can still be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]]; in the first example above, for instance, [[Iron Will]] may protect you, while the second example may be resistible with [[Iron Body]]. Please ask the attending referee if you think a particular skill or effect my apply.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5914</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5914"/>
		<updated>2026-04-28T02:08:09Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Touch Spells and Abilities */&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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target’s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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; id=&amp;quot;Magical and Mundane Damage Calls&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 [[Combat#Damage Immunity|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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target’s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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 [[#Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith’s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot “stack” them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk’s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire’s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist’s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect’s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target’s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || 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;
| &#039;&#039;Confusion&#039;&#039; || 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;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || 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|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
=== Delivering the effect ===&lt;br /&gt;
&lt;br /&gt;
Offensive touch effects should be delivered by making brief, deliberate physical contact with the target. Touch attacks should be exaggerated &lt;br /&gt;
and deliberate, and much slower than weapon blows — a good guideline is one touch attack every five seconds or so.&lt;br /&gt;
&lt;br /&gt;
Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
The effect occurs at the moment the caster makes the call. If the touch misses or is physically avoided, the effect fails and any associated  resources are spent.&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, where multiple monsters have offensive touch attacks, monsters may be briefed to deliver these effects using a &lt;br /&gt;
dagger or similar physrep rather than hand contact. Where this is the case, the physrep is treated as an extension of the monster&#039;s hand and &lt;br /&gt;
not as a weapon attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mass Calls==&lt;br /&gt;
&lt;br /&gt;
Some powerful attacks, 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; calls (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; calls (e.g. &#039;&#039;Mass Elemental Missile&#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 call 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;
==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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mundane&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] by a spellcaster, nor [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skill [[Fearlessness]], [[Iron Body]] or [[Iron Will]] as relevant. Relevant [[Combat#Immunity|&#039;&#039;&#039;immunities&#039;&#039;&#039;]] work as normal against mundane attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Irresistible&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be &#039;&#039;&#039;resisted&#039;&#039;&#039; or &#039;&#039;&#039;countered&#039;&#039;&#039; by any means. &#039;&#039;&#039;Immunity&#039;&#039;&#039; works as normal against irresistible attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Extended&#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;
|-&lt;br /&gt;
| &#039;&#039;Permanent&#039;&#039; || The named spell or effect will continue until removed. This generally only applies to [[Poison and Disease|poisons and diseases]] that need [[Poison and Disease#Curing Diseases and Poisons|purging or curing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Special Rules for Mundane Effects&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 [[Disarming|a &#039;&#039;Mundane Fumble&#039;&#039; attack that must be aimed at the arm]], 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), but has still struck the target, 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;
The calls &#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; may be used, generally with another [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call, to convey an envenomed or infectious attack or the like, as follows:&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 &#039;&#039;&#039;[[Combat#Armour Hits|armour hits]]&#039;&#039;&#039;, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:* Poison and disease calls that hit an &#039;&#039;&#039;armoured&#039;&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have &#039;&#039;&#039;no effect&#039;&#039;&#039;.&lt;br /&gt;
:* All poisons can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skill [[Resist Poison]], and all diseases can be &#039;&#039;&#039;resisted&#039;&#039;&#039; with the skill [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
Once a blade is envenomed, the next blow with that weapon &#039;&#039;&#039;must&#039;&#039;&#039; be accompanied by the relevant &#039;&#039;Poison&#039;&#039; call (i.e. the attacker cannot normally choose when to call it). If it hits an &#039;&#039;&#039;armoured&#039;&#039;&#039; location, or is blocked or parried, the dose of poison is expended (per [[#Uses, Charges and Magic Points|&#039;&#039;Uses, Charges and Magic Points&#039;&#039;]]). However, if a poison attack misses altogether, the venom is &#039;&#039;&#039;not&#039;&#039;&#039; expended, and the attacker must call it again on the next blow.&lt;br /&gt;
&lt;br /&gt;
Poison calls cannot be [[#Stacking Calls|“stacked”]] with calls from any magical source.&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;
| &#039;&#039;Acid Kiss&#039;&#039; || Poison || This poison inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; to the location struck every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to any [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]] first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and [[Combat#Healing and Armour Repair|repaired]] as normal. Acid Kiss can be [[#Curing Poisons and Diseases|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;
| &#039;&#039;Bitter Kiss&#039;&#039; || Poison || Reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039; instantly, [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitating&#039;&#039;&#039;]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Corrupted Wound&#039;&#039; || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[#Curing Poisons and Diseases|cleaned or cured]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Disease&#039;&#039; [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Resist Disease]]. By default, diseases require [[#Curing Poisons and Diseases|curing]] to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Poison&#039;&#039; [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be &#039;&#039;&#039;resisted&#039;&#039;&#039; by the skill [[Resist Poison]]. Unless accompanied by the call [[#Special Modifiers|&#039;&#039;Permanent&#039;&#039;]], the poison does &#039;&#039;not&#039;&#039; require purging, but elapses in the usual timescale for the effect call (although it may be [[#Curing Poisons and Diseases|purged]] to end the effects early). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More complex poisons do not use calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
&lt;br /&gt;
====Curing Poisons and Diseases====&lt;br /&gt;
&lt;br /&gt;
Poisons accompanied by the call &#039;&#039;[[#Special Modifiers|Permanent]]&#039;&#039;, and all diseases, must first be [[Poison and Disease#Curing Diseases and Poisons|cured or cleaned]] before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured 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;
==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;
| &#039;&#039;Countermagic&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; spell (or equivalent magical effect) is [[Combat#Resistance|prevented from occurring]]. If called against a &#039;&#039;&#039;[[#Mass Calls|mass]]&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Greater Countermagic&#039;&#039; || The indicated &#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;
| &#039;&#039;Nullify&#039;&#039; || The indicated &#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;
| &#039;&#039;Resist&#039;&#039; || The character calling this defence [[Combat#Resistance|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;
| &#039;&#039;No Effect&#039;&#039; || The character calling this defence is [[Combat#Immunity|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. Against a melee attack, this usually indicates that the attack caused no visible injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Defence Calls====&lt;br /&gt;
&lt;br /&gt;
Some spells and abilities, e.g. the skills [[Diamond Body]] or [[Defend Others]], have slightly different effects and require characters to call the names of the abilities they are using as an aid to referees. Most are not listed here as they do not require anyone &#039;&#039;else&#039;&#039; on the field to react any differently, but the following two are noted.&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;
| &#039;&#039;Defend Others&#039;&#039; || 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 &#039;&#039;&#039;not&#039;&#039;&#039; [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Reflect&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a [[#Mass Calls|&#039;&#039;&#039;mass&#039;&#039;&#039;]] spell or effect, only the effect on the character calling this defence is reflected.&lt;br /&gt;
|}&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. Note that while these effects may be phrased in general or descriptive terms, they should still be followed just as you would a standard call.&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.”&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.”&lt;br /&gt;
&lt;br /&gt;
Some effects without calls can still be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]]; in the first example above, for instance, [[Iron Will]] may protect you, while the second example may be resistible with [[Iron Body]]. Please ask the attending referee if you think a particular skill or effect my apply.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5913</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Calls&amp;diff=5913"/>
		<updated>2026-04-28T02:06:14Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: /* Touch Spells and Abilities */&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; (but see &#039;&#039;Stacking Calls&#039;&#039;, below).&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;
:* 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), or say anything in character that could be misconstrued as a call. 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Uses, Charges and Magic Points&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Uses, Charges and Magic Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some calls expend a limited resource, e.g. skills such as [[Disarming]] can only be used twice per day, spells cost [[Magic#Magic Points|magic points]], and [[Gift of Fire]] allows the character to use a call twice in one minute.&lt;br /&gt;
&lt;br /&gt;
For the purposes of these abilities, the resource is used &#039;&#039;&#039;when the character says the call&#039;&#039;&#039;, generally accompanied by indicating a target, attempting a touch attack, swinging a weapon etc. If the call is [[Combat#Resistance|resisted]] or [[Combat#Countering|countered]], or the touch or blow misses or is prevented from hitting its target, the magic, use or charge is still expended.&lt;br /&gt;
|}&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 [[#Knockdown|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 special damaging effect. If it is not paired with a [[#Damage Indicator|&#039;&#039;&#039;damage indicator&#039;&#039;&#039;]], the target sustains a single point of mundane damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Knockdown&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Knockdown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Various effects, including the calls &#039;&#039;Strength&#039;&#039;, &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039; and the damage calls [[#Ranged Damage Indicator|&#039;&#039;Missile&#039;&#039; and &#039;&#039;Bolt&#039;&#039;]], knock the target over. These are called &#039;&#039;&#039;knockdown effects&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Knockdown causes the target to fall to the ground. If possible the target should fall completely off their feet (so that their hip or buttock touches the ground) before rising again.&lt;br /&gt;
&lt;br /&gt;
If the target’s mobility is impaired, if falling to the ground would be dangerous, or if repeatedly falling to the ground could be fatiguing, they may instead lower themselves to one knee, wait 3 seconds, and then rise. See &#039;&#039;[[Combat#Taking a Knee|Taking a Knee]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some knockdown effects may be parried, resisted or countered. These defences are specified in the relevant sections.&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;Strength&#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 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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Strike Down vs. Strength&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Strike Down vs. Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The calls &#039;&#039;Strike Down&#039;&#039; and &#039;&#039;Strength&#039;&#039; have about the same effect, but with some differences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; blow with the call &#039;&#039;Strength&#039;&#039; [[#Knockdown|knocks the target over]], even if parried or blocked, while a touch or weapon attack with the call &#039;&#039;Strike Down&#039;&#039; only knocks the target over if it lands on the target.&lt;br /&gt;
&lt;br /&gt;
A character able to continuously call &#039;&#039;Strength&#039;&#039; (e.g. for one minute, or permanently, rather than a number of calls per day) is themselves unaffected by &#039;&#039;Strength&#039;&#039; calls while their ability is active, but is not immune to &#039;&#039;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;Strike Down&#039;&#039; represents some magical force, and &#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;
==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; id=&amp;quot;Magical and Mundane Damage Calls&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 [[Combat#Damage Immunity|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;
| &#039;&#039;Silver&#039;&#039; || 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;
| &#039;&#039;Cold Iron&#039;&#039; || 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;
| &#039;&#039;Corporeal&#039;&#039; || Attacks charged with corporeal magic are effective against supernatural creatures such as undead and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental&#039;&#039; || Attacks charged with elemental magic are treasured by those who fight supernatural creatures such as demons and constructs.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Spirit&#039;&#039; || Attacks are charged with spiritual magic, and can injure even intangible spirits, like ghosts, oathbound and wraiths.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Artefact&#039;&#039; || 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; id=&amp;quot;Weapons Made of Other Materials&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. Each has a default &#039;&#039;&#039;level&#039;&#039;&#039; (greater or exalted), indicating how hard they are to [[#Countering Damage Calls|&#039;&#039;&#039;counter&#039;&#039;&#039; or &#039;&#039;&#039;resist&#039;&#039;&#039;]]. 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 !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Through&#039;&#039; || Greater || The attack bypasses any armour and inflicts one [[Combat#Physical Hits|&#039;&#039;&#039;physical hit&#039;&#039;&#039;]] 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;
| &#039;&#039;Crush&#039;&#039; || Greater || One blow to any armoured location with this attack instantly reduces it to zero [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]]. One hit to any unarmoured location – or any location with no remaining armour hits – reduces the location to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, [[Combat#Incapacitation and Death|incapacitating]] it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Wounding&#039;&#039; || Greater || One blow with this attack bypasses any armour and reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it and leaving the armour undamaged.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Smite&#039;&#039; || Exalted || One blow with this attack reduces the location to zero &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Fatal&#039;&#039; || Exalted || One blow with this attack to any location bypasses any armour and reduces &#039;&#039;all&#039;&#039; locations to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;, incapacitating all locations and triggering the target’s [[Combat#Dying|&#039;&#039;&#039;death count&#039;&#039;&#039;]], 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 &#039;&#039;&#039;armour hits&#039;&#039;&#039; &#039;&#039;and&#039;&#039; zero &#039;&#039;&#039;physical hits&#039;&#039;&#039;. The attending referee will explain any other effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Subdual&#039;&#039; || n/a || 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 &#039;&#039;&#039;physical hits&#039;&#039;&#039; are recovered automatically after two minutes, and all &#039;&#039;&#039;armour hits&#039;&#039;&#039; 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; id=&amp;quot;Powerful Foes and Damage Calls&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 [[#Mass Effects|area effects]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Missile&#039;&#039; || Greater || The attack bypasses any armour, inflicts two [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]] to every location, and [[#Knockdown|knocks the target over]] per &#039;&#039;[[#Elemental Effects|Strike Down]]&#039;&#039;. It has a range of &#039;&#039;&#039;30ft/10m&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Bolt&#039;&#039; || Exalted || The attack bypasses any armour, inflicts five &#039;&#039;&#039;physical hits&#039;&#039;&#039; to every location, and knocks the target over per &#039;&#039;Strike Down&#039;&#039;. It has a range of &#039;&#039;&#039;60ft/20m&#039;&#039;&#039;.&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 Missile&#039;&#039; or &#039;&#039;Elemental Bolt&#039;&#039;). Ranged, non-magical attacks are almost always represented by an actual physical projectile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Stacking Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Stacking Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attacks may include multiple calls from one source – a mace may be enchanted with the call &#039;&#039;Elemental Crush&#039;&#039;, for example, while a wraith’s enervating touch could call &#039;&#039;Spirit Wounding&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
But a &#039;&#039;&#039;magical&#039;&#039;&#039; [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call (or combination of calls) from any one source (e.g. ritual enchantment, spells like &#039;&#039;[[Elemental Weapon]]&#039;&#039; or potions like [[Verdant Lotion]]), may not be combined with any call from another source (other than &#039;&#039;Strength&#039;&#039;), including:&lt;br /&gt;
&lt;br /&gt;
:* Special martial training (such as the skills [[Disarming]] or [[Treacherous Blow]]), except for &#039;&#039;Strength&#039;&#039;&lt;br /&gt;
:* The material from which a weapon is made (such as the calls &#039;&#039;Silver&#039;&#039; or &#039;&#039;Cold Iron&#039;&#039;)&lt;br /&gt;
:* [[#Poisons and Diseases|Poisons]] (such as &#039;&#039;Bitter Kiss&#039;&#039;)&lt;br /&gt;
:* Another magical source&lt;br /&gt;
&lt;br /&gt;
Nonmagical calls may be combined freely, and the call &#039;&#039;[[#Strength|Strength]]&#039;&#039; may always be combined with other calls.&lt;br /&gt;
&lt;br /&gt;
Where an attacker has access to calls that cannot be combined, they may choose which call to use from one blow to the next, but cannot “stack” them (i.e. they cannot use them together on a single blow).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
:Henri de Montford has a silver greatsword and the skill [[Crushing Blow]]. His friend Godfroie du Lac casts the spell &#039;&#039;[[Weapon of Power]]&#039;&#039; on the sword. Henri may now call &#039;&#039;Elemental Through&#039;&#039; (per the spell) or &#039;&#039;Silver Crush&#039;&#039;, but he may not call, e.g. &#039;&#039;Silver Elemental&#039;&#039; or &#039;&#039;Elemental Crush&#039;&#039;, since the magical call cannot be stacked.&lt;br /&gt;
|}&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;[[Spell List#Combat and Information Spells|combat spells]]&#039;&#039;&#039;, which players should react to without referee intervention, and which use either standard [[#Damage Calls|&#039;&#039;&#039;damage calls&#039;&#039;&#039;]] 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. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
:* A basilisk’s petrifying attack (&#039;&#039;Paralysis&#039;&#039;)&lt;br /&gt;
:* A vampire’s hypnotic gaze (&#039;&#039;Enthral&#039;&#039;)&lt;br /&gt;
:* A cloud of soporific spores (&#039;&#039;Poison Sleep&#039;&#039;)&lt;br /&gt;
:* A duellist’s canny disarming move (&#039;&#039;Mundane Fumble&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;&#039;level&#039;&#039;&#039; (lesser, greater or exalted), indicating how hard they are to [[Combat#Countering|counter]] or [[Combat#Resistance|resist]]. &#039;&#039;&#039;All effects calls should obey the [[Spellcasting#Default Limitations|standard rules]]&#039;&#039;&#039; for range (unless applied with a weapon, see below), duration and maximum size of target. Any exceptions will be communicated along with the call or by an attending referee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Effects as Weapon or Touch Calls&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Effects as Weapon or Touch Calls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When calling an effect with a weapon blow or touch attack (e.g., calling &#039;&#039;Fumble&#039;&#039; with a sword blow), the effect’s usual [[Spellcasting#Default Limitations|&#039;&#039;&#039;range&#039;&#039;&#039;]] doesn’t apply.&lt;br /&gt;
&lt;br /&gt;
The effect call only works if the blow lands on its target. If the call normally targets a &#039;&#039;&#039;person&#039;&#039;&#039;, parrying the blow prevents the effect; if it normally targets an &#039;&#039;&#039;object&#039;&#039;&#039;, parrying the blow inflicts the effect on the parrying weapon. If the call fails, the uses, magic points etc. are [[#Uses, Charges and Magic Points|still spent]]. Effect calls work even if the damage is stopped by the target’s armour.&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 to multiple targets (e.g. &#039;&#039;[[#Elemental Effects|Flare]]&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Special rules apply to [[#Poisons and Diseases|poison calls]].&lt;br /&gt;
|}&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;
| &#039;&#039;Disenchantment&#039;&#039; || Exalted|| The target magical item is temporarily disenchanted for one minute (unless accompanied by the call &#039;&#039;[[#Special Modifiers|Extension]]&#039;&#039;, below). This effect does not function on [[Equipment and Resources#Artefacts|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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, all the following effects are assumed to be magical and corporeal 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;
| &#039;&#039;Blinding&#039;&#039; || 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;
| &#039;&#039;Fumble&#039;&#039; || Lesser || The target creature must immediately drop whatever they are holding.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mute&#039;&#039; || 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;
| &#039;&#039;Paralysis&#039;&#039; || Greater || The target creature cannot move, act or make a noise for &#039;&#039;&#039;30 seconds&#039;&#039;&#039;, even if attacked.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Retribution&#039;&#039; || 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Disintegrate&#039;&#039; || 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;
| &#039;&#039;Entangle&#039;&#039; || 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;
| &#039;&#039;Flare&#039;&#039; || 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;
| &#039;&#039;Heat Object&#039;&#039; || Greater || The target item becomes white hot for &#039;&#039;&#039;1 minute&#039;&#039;&#039;. Any location in contact with the object suffers two &#039;&#039;&#039;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;
| &#039;&#039;Magnetise&#039;&#039; || 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;
| &#039;&#039;Repel&#039;&#039; || 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;
| &#039;&#039;Shatter&#039;&#039; || Lesser || The target item is shattered into several pieces, leaving it [[Equipment and Resources#Damaged and Broken Items|&#039;&#039;&#039;damaged&#039;&#039;&#039;]]. 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 call does not function on magical items.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Strike Down&#039;&#039; || Lesser || The target creature is [[#Knockdown|knocked off their feet]]. Note 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; id=&amp;quot;Replacing Damaged Items&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|&#039;&#039;&#039;standard&#039;&#039;&#039; 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;[[#Special Modifiers|Mundane]]&#039;&#039;, [[#Poisons and Diseases|&#039;&#039;Poison&#039;&#039; or &#039;&#039;Disease&#039;&#039;]] calls, 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;
| &#039;&#039;Command&#039;&#039; || 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;
| &#039;&#039;Confusion&#039;&#039; || 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;
| &#039;&#039;Enthral&#039;&#039; || 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;
| &#039;&#039;Fear&#039;&#039; || 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;
| &#039;&#039;Sleep&#039;&#039; || 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;
| &#039;&#039;Suggestion&#039;&#039; || 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;
| &#039;&#039;Spirit Wrack&#039;&#039; || 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|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Iron Will]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] as if it were a &#039;&#039;&#039;greater&#039;&#039;&#039; spiritual spell; if resisted or countered, the spirit cannot attempt to possess the same target for at least &#039;&#039;&#039;10 minutes&#039;&#039;&#039;.&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 &#039;&#039;Banish&#039;&#039; spell (e.g. &#039;&#039;[[Banish Spirit]]&#039;&#039; or &#039;&#039;[[Banish Demon]]&#039;&#039;) or driven out via &#039;&#039;[[Exorcism]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Any attack calling [[#Damage Type|&#039;&#039;Artefact&#039;&#039; or &#039;&#039;Spirit&#039;&#039;]] injures the spirit as well as the host. If the host is [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitated&#039;&#039;&#039;]], 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;
Note that &#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;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Body Effects, Mind Effects and Fear&amp;quot; style=&amp;quot;background-color: #ECE2FF&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Body Effects, Mind Effects and Fear&#039;&#039;&#039;&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;
&lt;br /&gt;
== Touch Spells and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Offensive touch spells or abilities which emulate spell effects, with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:&lt;br /&gt;
&lt;br /&gt;
=== Delivering the effect ===&lt;br /&gt;
&lt;br /&gt;
Offensive touch effects should be delivered by making brief, deliberate physical contact with the target. Touch attacks should be exaggerated &lt;br /&gt;
and deliberate, and much slower than weapon blows — a good guideline is one touch attack every five seconds or so.&lt;br /&gt;
&lt;br /&gt;
Touch attacks must never resemble a slap, shove, or grab. Participants found acting unsafely should be identified to a referee immediately.&lt;br /&gt;
&lt;br /&gt;
The effect occurs at the moment the caster makes the call. If the touch misses or is physically avoided, the effect fails and any associated  resources are spent.&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Countering and resisting ===&lt;br /&gt;
&lt;br /&gt;
* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.&lt;br /&gt;
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as &#039;&#039;Iron Body&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color:#f3e8ff; border:1px solid #c084fc; &lt;br /&gt;
padding:10px; margin:10px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since the pandemic, where multiple monsters have offensive touch attacks, monsters may be briefed to deliver these effects using a &lt;br /&gt;
dagger or similar physrep rather than hand contact. Where this is the case, the physrep is treated as an extension of the monster&#039;s hand and &lt;br /&gt;
not as a weapon attack.&lt;br /&gt;
&lt;br /&gt;
==Mass Calls==&lt;br /&gt;
&lt;br /&gt;
Some powerful attacks, 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; calls (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; calls (e.g. &#039;&#039;Mass Elemental Missile&#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 call 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;
==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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Call !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mundane&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]] by a spellcaster, nor [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skills [[Resist Magic]] or [[Resist Exalted Magic]]. It can still be resisted with the skill [[Fearlessness]], [[Iron Body]] or [[Iron Will]] as relevant. Relevant [[Combat#Immunity|&#039;&#039;&#039;immunities&#039;&#039;&#039;]] work as normal against mundane attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Irresistible&#039;&#039; || The named effect may &#039;&#039;&#039;not&#039;&#039;&#039; be &#039;&#039;&#039;resisted&#039;&#039;&#039; or &#039;&#039;&#039;countered&#039;&#039;&#039; by any means. &#039;&#039;&#039;Immunity&#039;&#039;&#039; works as normal against irresistible attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Extended&#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;
|-&lt;br /&gt;
| &#039;&#039;Permanent&#039;&#039; || The named spell or effect will continue until removed. This generally only applies to [[Poison and Disease|poisons and diseases]] that need [[Poison and Disease#Curing Diseases and Poisons|purging or curing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Special Rules for Mundane Effects&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 [[Disarming|a &#039;&#039;Mundane Fumble&#039;&#039; attack that must be aimed at the arm]], 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), but has still struck the target, 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;
The calls &#039;&#039;Poison&#039;&#039; and &#039;&#039;Disease&#039;&#039; may be used, generally with another [[#Damage Calls|damage]] or [[#Effect Calls|effect]] call, to convey an envenomed or infectious attack or the like, as follows:&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 &#039;&#039;&#039;[[Combat#Armour Hits|armour hits]]&#039;&#039;&#039;, or to any blow that bypasses armour (e.g. with the [[#Damage Indicator|&#039;&#039;Through&#039;&#039;]] call).&lt;br /&gt;
:* Poison and disease calls that hit an &#039;&#039;&#039;armoured&#039;&#039;&#039; location (with the exception of &#039;&#039;Acid Kiss&#039;&#039;), or are blocked or parried, or miss altogether, have &#039;&#039;&#039;no effect&#039;&#039;&#039;.&lt;br /&gt;
:* All poisons can be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] with the skill [[Resist Poison]], and all diseases can be &#039;&#039;&#039;resisted&#039;&#039;&#039; with the skill [[Resist Disease]]. &lt;br /&gt;
&lt;br /&gt;
Once a blade is envenomed, the next blow with that weapon &#039;&#039;&#039;must&#039;&#039;&#039; be accompanied by the relevant &#039;&#039;Poison&#039;&#039; call (i.e. the attacker cannot normally choose when to call it). If it hits an &#039;&#039;&#039;armoured&#039;&#039;&#039; location, or is blocked or parried, the dose of poison is expended (per [[#Uses, Charges and Magic Points|&#039;&#039;Uses, Charges and Magic Points&#039;&#039;]]). However, if a poison attack misses altogether, the venom is &#039;&#039;&#039;not&#039;&#039;&#039; expended, and the attacker must call it again on the next blow.&lt;br /&gt;
&lt;br /&gt;
Poison calls cannot be [[#Stacking Calls|“stacked”]] with calls from any magical source.&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;
| &#039;&#039;Acid Kiss&#039;&#039; || Poison || This poison inflicts &#039;&#039;&#039;one hit&#039;&#039;&#039; to the location struck every &#039;&#039;&#039;ten seconds&#039;&#039;&#039; for &#039;&#039;&#039;one minute&#039;&#039;&#039; (for a total of six hits), inflicting the first hit ten seconds after contact. Damage applies to any [[Combat#Armour Hits|&#039;&#039;&#039;armour hits&#039;&#039;&#039;]] first, until reduced to zero armour hits, and then to [[Combat#Physical Hits|&#039;&#039;&#039;physical hits&#039;&#039;&#039;]]. If the armour is removed before the acid burns through it, no damage is applied to physical hits. Damage can be healed and [[Combat#Healing and Armour Repair|repaired]] as normal. Acid Kiss can be [[#Curing Poisons and Diseases|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;
| &#039;&#039;Bitter Kiss&#039;&#039; || Poison || Reduces the location struck to zero &#039;&#039;&#039;physical hits&#039;&#039;&#039; instantly, [[Combat#Incapacitation and Death|&#039;&#039;&#039;incapacitating&#039;&#039;&#039;]] it. The wound can be healed as normal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Corrupted Wound&#039;&#039; || Disease|| The attack inflicts damage as usual, but the wound is now tainted and cannot be healed until the wound is [[#Curing Poisons and Diseases|cleaned or cured]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Disease&#039;&#039; [Effect] || Disease || The attack inflicts a disease that causes the named effect. Diseases can only be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] by the skill [[Resist Disease]]. By default, diseases require [[#Curing Poisons and Diseases|curing]] to end the effects.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Poison&#039;&#039; [Effect] || Poison || The attack inflicts a poison that causes the named effect. Poisons can only be &#039;&#039;&#039;resisted&#039;&#039;&#039; by the skill [[Resist Poison]]. Unless accompanied by the call [[#Special Modifiers|&#039;&#039;Permanent&#039;&#039;]], the poison does &#039;&#039;not&#039;&#039; require purging, but elapses in the usual timescale for the effect call (although it may be [[#Curing Poisons and Diseases|purged]] to end the effects early). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More complex poisons do not use calls and will instead be conveyed by the poisoner or attending referee.&lt;br /&gt;
&lt;br /&gt;
====Curing Poisons and Diseases====&lt;br /&gt;
&lt;br /&gt;
Poisons accompanied by the call &#039;&#039;[[#Special Modifiers|Permanent]]&#039;&#039;, and all diseases, must first be [[Poison and Disease#Curing Diseases and Poisons|cured or cleaned]] before they can be healed. Rare [[Poison and Disease#Magical Diseases and Poisons|magical diseases and poisons]] cannot be cured 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;
==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;
| &#039;&#039;Countermagic&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; spell (or equivalent magical effect) is [[Combat#Resistance|prevented from occurring]]. If called against a &#039;&#039;&#039;[[#Mass Calls|mass]]&#039;&#039;&#039; spell or effect, only the character calling this defence is protected.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Greater Countermagic&#039;&#039; || The indicated &#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;
| &#039;&#039;Nullify&#039;&#039; || The indicated &#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;
| &#039;&#039;Resist&#039;&#039; || The character calling this defence [[Combat#Resistance|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;
| &#039;&#039;No Effect&#039;&#039; || The character calling this defence is [[Combat#Immunity|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. Against a melee attack, this usually indicates that the attack caused no visible injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Non-Standard Defence Calls====&lt;br /&gt;
&lt;br /&gt;
Some spells and abilities, e.g. the skills [[Diamond Body]] or [[Defend Others]], have slightly different effects and require characters to call the names of the abilities they are using as an aid to referees. Most are not listed here as they do not require anyone &#039;&#039;else&#039;&#039; on the field to react any differently, but the following two are noted.&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;
| &#039;&#039;Defend Others&#039;&#039; || 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 &#039;&#039;&#039;not&#039;&#039;&#039; [[Combat#Countering|counter]] or [[Combat#Resistance|resist]] the effect at all, even if they have the ability to do so.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Reflect&#039;&#039; || The indicated &#039;&#039;&#039;lesser&#039;&#039;&#039; or &#039;&#039;&#039;greater&#039;&#039;&#039; spell (or equivalent magical effect) affects the source (i.e. the caster) instead of the character calling this defence. If called against a [[#Mass Calls|&#039;&#039;&#039;mass&#039;&#039;&#039;]] spell or effect, only the effect on the character calling this defence is reflected.&lt;br /&gt;
|}&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. Note that while these effects may be phrased in general or descriptive terms, they should still be followed just as you would a standard call.&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.”&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.”&lt;br /&gt;
&lt;br /&gt;
Some effects without calls can still be [[Combat#Resistance|&#039;&#039;&#039;resisted&#039;&#039;&#039;]] or [[Combat#Countering|&#039;&#039;&#039;countered&#039;&#039;&#039;]]; in the first example above, for instance, [[Iron Will]] may protect you, while the second example may be resistible with [[Iron Body]]. Please ask the attending referee if you think a particular skill or effect my apply.&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Tracking_Proficiency&amp;diff=5912</id>
		<title>Tracking Proficiency</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Tracking_Proficiency&amp;diff=5912"/>
		<updated>2026-04-28T02:00:46Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tracking Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 5 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || At the cost of &#039;&#039;&#039;3 stamina&#039;&#039;&#039;, the character may, with about two minutes&#039; suitable roleplay (peering at and sniffing the ground, etc.), do one of the following:&lt;br /&gt;
* Track or interpret older (up to twelve hours) tracks per the [[Ranger]] skill&lt;br /&gt;
* Travel for up to ten minutes without leaving tracks themselves&lt;br /&gt;
* Erase, modify or falsify existing tracks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Pathfinder]]&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Mark&amp;diff=5911</id>
		<title>Hunter&#039;s Mark</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Mark&amp;diff=5911"/>
		<updated>2026-04-28T01:59:38Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Hunter&#039;s Mark*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Hunter&#039;s Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || After a successful [[Hunter&#039;s Insight]] at that event, for the cost of &#039;&#039;&#039;5 stamina&#039;&#039;&#039; the character may call Mundane &#039;&#039;Smite&#039;&#039; against that target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Mark&amp;diff=5910</id>
		<title>Hunter&#039;s Mark</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Mark&amp;diff=5910"/>
		<updated>2026-04-28T01:59:25Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Hunter&#039;s Mark*&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 12 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Hunter&#039;s Insight]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Pinnacle Skill / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || After a successful [[Hunter&#039;s Insight]] at that event, for the cost of &#039;&#039;&#039;5 stamina&#039;&#039;&#039; the character may call Mundane &#039;&#039;Smite&#039;&#039; against that target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pinnacle Skill - a character may only have one Pinnacle skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || None&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
	<entry>
		<id>https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Insight&amp;diff=5909</id>
		<title>Hunter&#039;s Insight</title>
		<link rel="alternate" type="text/html" href="https://wiki.curiouspastimes.co.uk/index.php?title=Hunter%27s_Insight&amp;diff=5909"/>
		<updated>2026-04-28T01:58:02Z</updated>

		<summary type="html">&lt;p&gt;Kayleigh.whybrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Hunter&#039;s Insight&lt;br /&gt;
|-&lt;br /&gt;
| Cost || 8 points&lt;br /&gt;
|-&lt;br /&gt;
| Prerequisites || [[Ranger]] and [[Intuition]]&lt;br /&gt;
|-&lt;br /&gt;
| Key Words || Archetype / Scout / Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Description || At the cost of &#039;&#039;&#039;2 stamina&#039;&#039;&#039;, the character is to observe the subject in combat at a range of 30ft/10m or less for at least two minutes. After that time, the character may ask the subject (or attending referee) the creature&#039;s attacks, defences, resistances and immunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It does not reveal a supernatural creature&#039;s level, nor any powers not specific to combat, but otherwise functions per the various Discern Nature spells (e.g. [[Discern Nature of Undead]]).&lt;br /&gt;
&lt;br /&gt;
This ability does not reveal a creature&#039;s unique death condition (including if they have a named weapon), although it will reveal that the creature has a death condition.&lt;br /&gt;
&lt;br /&gt;
See [[Information Gathering]] for more on information-gathering skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The number of stamina points the character receives each day depends on how many skills they know that use them, see [[Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]].&lt;br /&gt;
|-&lt;br /&gt;
| Progression || [[Hunter&#039;s Mark]]&lt;br /&gt;
|}&lt;br /&gt;
Return to [[Skills List]]&lt;/div&gt;</summary>
		<author><name>Kayleigh.whybrow</name></author>
	</entry>
</feed>