While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Updates to the Wiki

From Curious Pastimes Wiki

Since our last update on 3rd April, just a few tweaks have been called for. These changes are current as of 3rd June 2025.

3rd April 2025

Since our last update on 1st January, two main things have happened:

  • Most of the factions have run their spring events, along with the “Prelude” event hosted by Bastion, giving us an ideal opportunity to test the new rules.
  • Many of you have started to properly delve into the rules, and have found many of the wrinkles, bugs, typos and inconsistencies we’d missed in development.

We’ve captured reams of notes, comments and feedback already. And though we’ve decided that most of what’s been turned up can wait, at least until after we’ve had a mainline event or two (we can’t go changing the rules again and again!), there have been some things that have either been straight-up typos/errors and needed fixing, urgent problems that we thought should be addressed before we went into a major event, or new pages we were always intending to include but ran out of time last year.

So this is the second “Updates to the Wiki” post, capturing changes made to the rules this spring. We’re not listing every little typo, but the substantial changes and clarifications as of 3rd April 2025 are below.

With the new PDF rulebook just published, the rules are now fixed until the next review. There will be no more changes! See you in the field.

New pages:

Skill changes:

Changes to research:

  • In Research, clarified the language on study paths, complexity and skill level. Can only progress to Adept+ in own archetype. Creators can have a second Adept path.
  • Reduced number of sub-paths in all Creator paths.

Rites:

  • Rites cannot be cast in medium or heavy armour, cannot be cast on the performer themselves unless the rite specifies otherwise.
  • Deflection, Fortitude, Regeneration and Resilience only work on one subject.
  • Invest Trinket can only invest multiple tattoos on one person.
  • Leyline Magic has a one in three chance of failure with backlash, and a one in three chance of success with backlash.

Rules changes and clarifications:

  • Aura of Defence and Deflection protect against arrows and bolts, don’t protect against Fatal.
  • Blacksmith skill allows (slow, two-minute) repair on all armour, even if you don’t have the skill to wear it.
  • Magical Calls cannot be “stacked.”
  • On Calls added to weapon blows, we’ve clarified that saying a call expends the magic points/charge/use etc. even if e.g. the blow fails to land, and that parrying a call that targets an object (e.g. Shatter, Heat Object) means that the parrying weapon is affected.
  • Clarification on the meaning of “voluntary” for Command and Suggestion (as meaning “deliberate/conscious” rather than “willing” per se).
  • Gift of Fire only works while the caster is holding the weapon (i.e. cannot be used to charge other people’s weapons, or thrown weapons), and relaxed the effect from “next two calls” to “two calls in one minute.”
  • Income and Resources provide income at the four main events, and half the listed income at up to two off-season events.
  • Using Invocation items always entails spell vocals – it’s not a route to “snap-casting.”
  • Default size limits for Spellcasting tweaked so they don’t apply to large round shields (they were never intended to, sorry!).

Creation skills and resources:

  • The lists of gemstones and metals have been updated in the Crafting page; note that jewellery metals are now just listed by type and rarity, with no more mention of “(O)” and “(H)” quality.
  • Gem cleansing and cutting (and now etching) substantially overhauled in Crafting Designs page.
  • Resource and WU costs for many Alchemy Recipes, Crafting Designs and Surgery Procedures have been tweaked.

1st January 2025

Since opening this rules wiki to the playing public in September, we on the Rules Review Team have made a number of amendments, for various reasons, including ongoing reviewing and rebalancing, feedback from behind-the-scenes development, feedback from players and staff and just plain errors we (or some of you!) have found since posting it all.

There have been many changes large and small. Most of them have been tweaks to layout or small edits for clarity, but inevitably some of them have been actual changes to the rules, with practical effects on character creation or gameplay. Rather than requiring everyone to go over the amended wiki with a finetooth comb to capture every change, we’ve noted most of the main changes as per 1st January 2025 here:

  • Archetype-Only Skills: Many “higher” archetype skills (i.e. archetype skills that have other archetype skills as prerequisites) are now restricted to specific archetypes. We know this change was noticed and caused some concerns, and have now specifically excluded Heavy Armour, Mechanician and Siege Engineer.
  • Bind Path Focus: We’ve clarified that you can have multiple focuses, albeit only one per study path. We’ve also noted that the bonus magic granted by the focus can only be used on researched abilities (i.e. not on spells or rites automatically granted by your skills).
  • Bolt and Blast: It was pointed out that these calls were too similar (both starting B and ending in T), so we’ve renamed them to Missile and Bolt.
  • Charm Invocation: This is now a magician archetype skill rather than a general skill.
  • Crafting Designs: We’ve fixed some errors in the materials costs on the Crafting Designs list.
  • Cross-Archetype Skills: We’ve kept the 2:1 ratio, but the “2” side of the ratio now includes all general skills and your primary archetype skills (i.e. if you have 40 points worth of general skills and primary archetype skills combined, you can have 20 points worth of cross-archetype skills).
  • Diplomacy Skills: The skills Friendly Face and Silver Tongue are now based on Intuition, not Evaluate.
  • Hardening and Metallurgy: On reflection, we decided the techniques provided by these skills are best kept as researchable projects rather than skills (since they don’t necessarily map neatly onto armourer and weaponsmith skills, respectively) and just removed them entirely.
  • Keys and Locks: We’ve added a section detailing the cost of producing extra keys, or copying existing keys, on the Crafting Designs page.
  • Locks and Traps: We’ve added a new page on locks and traps, including field traps.
  • Magic Points and Work Units: Now, the first skill grants you 5 magic points/work units rather than 10. You can still get up to 20 points per day for knowing up to four relevant skills.
  • Research and Training: The Research and Training pages have been generally revised to clarify planned rules.
  • Study Paths: We've updated all archetype pages to include the current study paths. For ease of reference, archetype skills are also grouped by study path (note that this means some skills are repeated).
  • Wardbreaker: This skill now includes an ability to sense the qualities of magical locks and traps, like a narrower version of the Analysis rite.