https://obscura.camlarp.co.uk/w/api.php?action=feedcontributions&user=Bink&feedformat=atomObscura - User contributions [en]2024-03-28T08:31:47ZUser contributionsMediaWiki 1.40.0https://obscura.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&diff=2625MediaWiki:Sidebar2023-05-18T09:24:35Z<p>Bink: </p>
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<div>* System<br />
** Quickstart Rules|Quickstart Rules<br />
** Look and Feel|Look and Feel<br />
** Character Creation|Character Creation<br />
** Advancement|Character Advancement<br />
** Downtime|Downtime<br />
** Refs|Refs<br />
** FAQ|FAQ<br />
* Setting<br />
** Clare|Clare<br />
** Factions in Clare|Factions<br />
** Task Force|The Task Force<br />
** Weekly News|Weekly News<br />
** Venucci Republics|Venucci Republics<br />
** Austral Enclaves|Austral Enclaves<br />
** World History|World History<br />
** Natural Philosophy|Natural Philosophy<br />
** Spiritual Philosophy|Spiritual Philosophy<br />
* Rules<br />
** Quickstart Rules|Quickstart Rules<br />
** Skills|Skills<br />
** Wounds|Wounds and Death<br />
** Items|Items<br />
** Alchemy|Alchemy<br />
** Thaumaturgy|Thaumaturgy<br />
** Elemental Touch|Elemental Touch<br />
** Summoning|Summoning<br />
** Rule Changes|Rule Changes<br />
* SEARCH<br />
* TOOLBOX<br />
* LANGUAGES</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Warrior&diff=2624Warrior2023-04-13T09:11:46Z<p>Bink: </p>
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<div>The warrior school focuses on the use of weapon skill, grit and determination to deliver overpowering flurries of blows, or to shrug off punishment. This school excels at melee combat and defense.<br />
<br />
===Free Skills===<br />
{| class="wikitable"<br />
!Perform Technique<br />
|You have a stamina pool of 4.<br />
You can expend one stamina to perform a [[#Techniques|technique]] that you know. There is no cooldown on using techniques.<br />
<br />
You begin with one technique, as the '''Learn Technique''' skill.<br />
|-<br />
!Armour Training<br />
|You can wear armour for '''+3''' hits. Your stamina is reduced by 2 when wearing armour.<br />
<br />
You gain another extra hit when wearing armour with [[Exceptional Toughness]].<br />
<br />
Armour is any item or set of items that makes you look armoured.<br />
|-<br />
!Second Wind<br />
|With 30 seconds of stationary roleplay, you can regain all of your stamina.<br />
|}<br />
<br />
===Combat Skills===<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Learn Technique<br />
|<br />
|Learn a new [[#Techniques|technique]] for use in combat. This skill can be taken multiple times, learning a different technique each time.<br />
|-<br />
!Supreme Toughness<br />
|[[Extreme Toughness]]<br />
|You have one extra hit and another extra hit when wearing armour.<br />
|-<br />
!Extra Stamina<br />
|<br />
|You have one extra stamina.<br />
|-<br />
!Shield Training<br />
|[[Melee Training]]<br />
|You can use a shield up to 40” diameter, or similar size of tower or kite shield.<br />
|-<br />
!Grit Teeth<br />
|<br />
|Once per day, with a few seconds of roleplay you can suppress a single [[Wounds|wound]] on yourself until a dramatically appropriate time during the next event.<br />
|}<br />
<br />
===Techniques===<br />
{| class="wikitable"<br />
!Resolve<br />
|Call [[CURE]] 7 on yourself with 5 seconds of roleplay.<br />
<br />
If wearing armour you can [[CURE]] 3 yourself with a short vocal.<br />
|-<br />
!Implacable<br />
|[[RESIST]] a non-[[EPIC]] [[STUN]] call, or RESIST a non-EPIC [[CRUSH]] call to mitigate it to [[TRIPLE]].<br />
<br />
If a composite call has CRUSH and STUN you can use this technique on both by spending 2 stamina. If the composite call has other effects they still apply.<br />
<br />
You can use this technique while performing other skills.<br />
<br />
You must wear a [[Quickstart Rules#Visual Cues and Tags|Sturdy tag]] to use this technique.<br />
|-<br />
!{{Definition|Melee Expertise}}<br />
|Strike for [[TRIPLE]] with any melee weapon.<br />
|-<br />
!{{Definition|Two-handed Prowess}}<br />
|Strike for [[STUN]] with a melee weapon longer than 42” and shorter than 60”.<br />
|-<br />
!Taunt<br />
|With a short vocal, call [[COMPEL]]: Fight me.<br />
<br />
Only usable on creatures that are already fighting.<br />
|}</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=FAQ&diff=2623FAQ2022-05-20T13:36:05Z<p>Bink: /* How do I poison people? */</p>
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<div>:''This is a system-specific FAQ. for a more general FAQ about LARPing, click [https://www.camlarp.co.uk/Frequently_Asked_Questions here].<br />
<div id="bargain"></div><br />
====What happens if I break a bargain made with an [[elemental]]?====<br />
Chances are something bad will happen to you. If you believe you've violated a bargain with an elemental, see a ref.<br />
<br />
====Can I define my own [[elemental]]s?====<br />
Not explicitly no, though if you try to summon an elemental with a particular agenda, you may well find that a compatible one answers. This is far more likely to work if you inform the refs of the sort of elemental you're looking for in advance (through downtime minor actions or in person).<br />
<br />
<div id="tpk"></div><br />
====With no bleeding out, what happens if we all go down?====<br />
For starters, everyone will take their [[WOUND]] from being down for longer than 30 seconds. After that there may be further immediate consequences, such as the PCs being looted, having harmful [[EFFECT]]s applied, or have further non-mortal [[wounds]] inflicted upon them. There will almost certainly be knock-on effects on later linear encounters or plot due to the NPCs succeeding at their goal. After that the enemies will leave the encounter (or kick the PCs out), and the party will get back up with a ref-called [[WIDE]] [[CURE]] 1, which should be interpreted as natural recovery.<br />
<br />
It's possible there will be high stakes encounters where a party wipe will mean execution or conversion to [https://www.camlarp.co.uk/Glossary#DPC DPCs]. These cases will be telegraphed beforehand.<br />
<br />
====So is it possible to actually die in this game?====<br />
'''Yes'''. The injury and death system is designed to make character death a result of personal choices, usually several of them, rather than a sudden or random occurrence by bleeding out. Most ways in the game to push yourself beyond normal limits come at a cost in [[mortal wound]]s, increasing your chance of becoming terminal. If you play it safe, your chances of dying are indeed very low, but if you strive for your goals, you will naturally be pushed towards more risky play and higher chance of becoming terminal. Also, should you seriously tick off NPCs or other PCs, they may decide it's worth trying to assassinate you.<br />
<br />
Should you become Terminal, that's not necessarily the end of your character. Making a pact with an [[elemental]] can let you continue playing that character. However, making a pact to come back from terminal will always require a major sacrifice, and will likely involve new restrictions or even completely changed character goals. Some players may decide they don't want to take the offer. The cost may be lessened if you make the pact with an elemental you already have a good relationship with. Should you become terminal a second time, it's highly likely you'll be rendered an NPC unless you have a ''very'' good relationship with a patron.<br />
<br />
====It's basically impossible for me to kill other PCs! What do I do if they're blatantly evil or an obvious foreign agent?====<br />
The guidelines for the [[Task Force|task force]] allow for extensive social and political PvP, and even non-lethal physical PvP as long as you can justify it as "internal security". The game is designed to make the primary forms of conflict between PCs social and political, so it is indeed by design hard to kill other PCs and get away with it, but there are ways.<br />
<br />
The first is to contact the [[Council]] and convince their representative that your target agent is (truly or falsely) working against the interests of Clare. If you're successful, their Council protection may be restricted, or even revoked<sup>[[FAQ#revocation|FAQ]]</sup>. In this case, it will be legal for you to act against them, either immediately, or if they try the same tricks in future. Essentially, by winning at social and political PvP you can open up legal physical PvP as an avenue.<br />
<br />
The second is to report (or frame) them for a serious crime against another agent. This could result in the magistrate sentencing them to death.<br />
<br />
====But even that only makes them [[Terminal]], so they can just make a pact with an elemental and keep going? Or worse, get revenge?!====<br />
A terminal character can indeed make a pact with an elemental to stay in the campaign, but any pact that brings someone back from terminal will involve a dramatic change to their character, and likely new restrictions and character goals. Chances are they'll have other things on their mind (or possibly have a completely different mind...), at least for a good while. In any case your actions will ''definitely'' cause a major change in their character.<br />
<br />
<div id="revocation"></div><br />
<br />
====The Council can revoke my status as an agent? Does that mean I can't play the character any more?====<br />
'''No''', but it does put you at a sizeable disadvantage - you lose your legal protection from other agents, your license to break the law, and potentially some or all of your income. It doesn't, however, bar you from attending interactives or linears, so long as other PCs tolerate you (since you no longer have a legal ''right'' to do those things). It's theoretically possible to renounce your own status as an agent and keep playing, but there's little reason to do so.<br />
<br />
====Can I capture people?====<br />
'''Yes''', but not easily, and you must pay attention to your captive to prevent them escaping. If you incapacitate someone and then distract them sufficiently with interaction they will not recover from their incapacitated state. If you ignore them for long however they may be able to gather their strength and make a run for it. A terminal character can be restrained with appropriate roleplay, preventing them from leaving or performing any actions. You should inform the refs if you intend to take a character captive, and should inform a ref as soon as possible if you spontaneously take a character captive.<br />
<br />
Non-[[Resilience|resilient]] NPCs will be in no fit state to cause trouble after taking one mortal wound, so if after defeating a group you leave them to recover from incapacitation naturally they're unlikely to bother you again with no further action on your part.<br />
<br />
If you have a character captive at the end of a session, the refs will decide what happens. It's not guaranteed you'll be able to keep a character captive for an entire downtime, ''especially'' a character as resourceful as a PC.<br />
<br />
====How do I poison people?====<br />
The only poisons in the setting are alchemicals. All player characters have [[Sense Magic]] so can see that a thing you're offering them is treated with an alchemical, but many NPCs do not, so poisoning most NPCs should just be a case of trying to get them to drink or eat something that appears mundane to them. Poisoning another player character is harder, but remember they can see it's ''an'' alchemical on sight, but not what alchemical it is, and there are plenty of beneficial alchemicals you can convince them it might be. Recreational use of benign alchemicals is also a fixture of the setting.<br />
<br />
<div id="brush"></div><br />
<br />
====How extensive should my marking be for [[Elemental Touch|Brush With Element]]?====<br />
Your marking(s) should be noticeable, but we'd rather you not go ''too'' overboard on Brush With Element so as to allow more substantial elemental touches to stand out in comparison. For reference, generally less than a Breaking Worlds fey heritage.<br />
<br />
<div id="weaken"></div><br />
====If I [[WEAKEN]] someone can I then attack the tip of their weapon for easy hits?====<br />
'''No''', the attack must be "aimed at their person", so if you don't make a credible attempt to hit ''them'' they don't have to take it.<br />
<br />
<div id="repel"></div><br />
====What does the stuff mean about only moving as fast as you were repelled after a [[REPEL]]?====<br />
In simple terms, come back as fast as you went away. We specify a low minimum speed for REPEL for accessibility reasons, but we'd like you to move as fast as you sensibly can. If you sprint away, you can sprint back. If you walk away you can walk back. What you can't do is walk away and then sprint back.<br />
<br />
====I just got hit by [[EFFECT]] Fear, but I'm very brave! It wouldn't be in character for me to be afraid!====<br />
It's up to you how you respond to roleplaying effects, but they should change your behaviour; you can't just push through them. These effects represent particularly strong influences that require an equally strong effect to counter them, such as a skill or counter effect. If you want to play a character who isn't rattled by anything, take the [[Iron Will]] skill to back up your characterisation.<br />
<br />
====I just got hit with [[EFFECT]] Anger. Do I have to charge around being angry for 5 minutes straight?====<br />
Roleplaying effects will have a strong effect on you immediately and then often recede, to recur at dramatically appropriate times. This means you don't need to roleplay being angry constantly, but should become angry immediately, then, while still under the effect, become angry again at appropriate times.<br />
<br />
<div id="compel"></div><br />
====Is the decision to drop to RESIST a [[COMPEL]] in- or out-of-character?====<br />
'''Either'''. You can heroically resist the compulsion in character, or decide that your brain involuntarily short-circuited. You can also decide the compulsion was too strong and you were unable to resist in character.<br />
<br />
<div id="epic"></div><br />
====Can I RESIST an [[EPIC]] [[COMPEL]] by dropping and taking a WOUND?====<br />
'''Yes'''. Though note you aren't immune to further EPIC COMPELs from the same source, while you are immune to further non-EPIC COMPELs.<br />
<br />
====What do I do if I'm given a [[COMPEL]] or [[EFFECT]] that I'm uncomfortable with out of character?====<br />
If you're given a COMPEL that you're OC uncomfortable with you can always RESIST it, and speak to the refs afterwards if you have concerns. If you're given an EFFECT you're uncomfortable with, see a ref and we'll change it.<br />
<br />
====How deceptive can you be when performing [[Thaumaturgy|rituals]]?====<br />
It must be clear to a close observer that you are doing something magical or ritualistic, but you need not make it clear what kind of magic or ritual that is. Another character with [[Insightful Observer]] can determine the true intent of a ritual by examining it. You can't use other skills while participating in a ritual, so you can't use Insightful Observer on a ritual you're participating in. Explicitly calling upon themes that are dissonant with the effect (such as emphasising strengthening the target, while actually harming them) may have adverse effects.<br />
<br />
====What happens to my Hits when I take off and put on armour?====<br />
You begin each event with your maximum hits in whatever you're wearing. When you lose maximum hits, you lose the same number of hits, to a minimum of 1. When you gain maximum hits, if you're currently on maximum hits you increase to your new maximum hits. If you're not on maximum hits, or your maximum hits was 1, you don't gain hits. Your maximum hits cannot be reduced to less than 1.<br />
<br />
====What do magic and alchemy effects look like?====<br />
Interestingly, no one can agree. When an [[invoker]] unleashes a Destructive Bolt, some see a bolt of lightning, others see a jet of flame, others may see a dark aura decaying armour and flesh. The ''result'' of an elemental effect is universally agreed upon, but ''how'' it happens seems to vary depending on the observer.<br />
<br />
====Will more [[skills]] (such as more powerful combat abilities) be added in the future?====<br />
'''No'''. New formulaic rituals can be developed in play, but otherwise there's no intent to add new skills to the game. It is however possible to gain new abilities through other means, many ideas for which are described on the [[advancement]] page.<br />
<br />
====I see this is an old-timey setting. Can I play a gay or transgender character in it?====<br />
'''Yes'''. Obscura is a fantasy setting, not a historical one, and has a relatively modern view of [[relationships, gender and sexuality]]. Discrimination based on these attributes and most other kinds of historical oppression are forbidden by our [https://www.camlarp.co.uk/Equality_and_diversity out-of-character policies].<br />
<br />
====Discrimination is banned? That seems a bit boring, and what if I ''want'' to play an oppressed character?====<br />
Discrimination based on ''out-of-character'' attributes is banned. Discrimination based on in-character attributes and choices such as nationality, culture, in-character religion and other beliefs is totally fine, and if you want to be oppressed, you can play up some of these to get singled out. If you're Elementally Touched that will get you looked upon with suspicion by many people, at least at the start of the campaign.<br />
<br />
====What calendar is used in [[Clare]]?====<br />
The date in Clare is intended to be the number of years since the [[World History|Sealing]]. The calendar was retroactively calculated several centuries after the Sealing from several sources however, so the date of the Sealing is ''very'' approximate. The date IC is the date OOC with 1000 taken off the year number, so the campaign will take place late 1019 and early 1020.<br />
<br />
====What languages exist in the setting?====<br />
Everyone speaks a common language, physrepped by English. There are no other languages in the setting. Language is not really a theme of this game.<br />
<br />
====Does print exist in the setting?====<br />
'''Yes'''. Printing is less advanced that you might expect for the renaissance period, but it does exist and you can freely produce printed materials. Producing small runs of printed materials to be distributed in uptime is within the means of all player characters, but organising and running a large influence campaign is the domain of the [[Smooth Talker]] skill.<br />
<br />
====How does news travel around? Are there newspapers?====<br />
There are no newspapers. News travels mainly by word of mouth via contact networks, letters to friends and talking in taverns.<br />
<br />
====Can I use the Obscura system myself?====<br />
'''Yes'''. Obscura is [[Obscura:About|licensed]] under CC-BY-SA.<br />
<br />
====Can I run player events in the Obscura universe?====<br />
'''Yes''', though those events will only be canon in the main campaign with the agreement of the main campaign’s refs.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2622Quickstart Rules2021-10-13T12:46:19Z<p>Bink: /* Visual Cues and Tags */</p>
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<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
<div id="noncontact"></div><br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit. See the [[#Non-contact|non-contact rules]] for how to attack these players.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:<br />
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.<br />
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2621Quickstart Rules2021-10-13T12:44:09Z<p>Bink: </p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
<div id="noncontact"></div><br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. If you wish to attack such a player, see the [[#Non-contact|non-contact rules]].<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:<br />
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.<br />
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2620Quickstart Rules2021-10-13T12:09:35Z<p>Bink: /* Non-combat and non-contact */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
<div id="noncontact"></div><br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#noncontact|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a [[#noncontact|procedure]] for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2619Quickstart Rules2021-10-13T12:09:09Z<p>Bink: /* Visual Cues and Tags */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
<div id="noncontact"></div><br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a [[#Visual Cues and Tags|procedure]] for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2618Quickstart Rules2021-10-13T12:08:40Z<p>Bink: /* Non-combat and non-contact */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a [[#Visual Cues and Tags|procedure]] for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2617Quickstart Rules2021-10-13T12:08:32Z<p>Bink: /* Non-combat and non-contact */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a [[[[#Visual Cues and Tags|procedure]] for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2616Skills2021-08-09T16:50:03Z<p>Bink: /* General Skills */</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use [[alchemy#Using Alchemicals|alchemical]]s up to third rank with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken things can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
<br />
You must pass an out of character safety check to use a polearm for thrusting.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information.<br />
<br />
You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Obscura:About&diff=2615Obscura:About2021-07-02T09:47:08Z<p>Bink: </p>
<hr />
<div>[[Obscura]] is the game for [https://www.camlarp.co.uk Cambridge LARP Society] for the 2019-2020 academic year.<br />
<br />
Written by Jon Cooper. Contributions by Tomas Pilar.<br />
<br />
Obscura is licensed under [https://creativecommons.org/licenses/by-sa/3.0/ CC BY-SA 3.0]. <br />
<br />
Much inspiration taken from [https://bw.camlarp.co.uk Breaking Worlds] by Nye Redman-White and Rosemary Warner, [https://citadel.camlarp.co.uk Citadel] by Robb Smith, Ivan Slipper and Pia Salter, and [https://nfnc.camlarp.co.uk NFNC] by Jim Blackshaw and Ivan Slipper.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2614Skills2021-06-22T17:40:15Z<p>Bink: /* General Skills */</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use [[alchemy#Using Alchemicals|alchemical]]s up to third rank with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken things can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information.<br />
<br />
You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Rogue&diff=2613Rogue2021-06-17T23:53:06Z<p>Bink: /* Combat Skills */</p>
<hr />
<div>Supposedly named for its unconventional combat style, rather than the behaviour of its members, but some insist on being called “scouts” or “skirmishers” nonetheless. The rogue school focuses on the use of wits and cunning to gain advantage, evade attacks and exploit vulnerabilities. This school has options for melee and ranged combat, and excels at hit and run tactics and skirmishing.<br />
<br />
===Free Skills===<br />
{| class="wikitable"<br />
!Wits and Tricks<br />
|You have exceptional Wits, allowing you to perform [[#Tricks|tricks]] that you know. Performing a trick uses your Wits, after which it takes 5 seconds to get your Wits back.<br />
<br />
You begin with one trick, as with the '''Learn Trick''' skill.<br />
|-<br />
!Armour Training<br />
|You can wear armour for '''+3''' hits. It takes an extra 5 seconds to get your Wits back when wearing armour.<br />
<br />
You gain another extra hit when wearing armour with [[Exceptional Toughness]].<br />
<br />
Armour is any item or set of items that makes you look armoured.<br />
|}<br />
<br />
===Combat Skills===<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisities<br />
!Description<br />
|-<br />
!Learn Trick<br />
|<br />
|Learn a [[#Tricks|trick]]. You can take this skill multiple times, learning a new trick each time.<br />
|-<br />
!Archery Training<br />
|Thrown Training<br />
|You can use a bow or crossbow in two hands.<br />
<br />
Bows and crossbows take concentration to handle. It takes an extra 5 seconds to get your Wits back if you have a bow or crossbow on your person.<br />
<br />
If it’s unsafe to fire at a target then you can call ranged [[TRIPLE]] and fully unload your weapon. You can only do this if you have a clear shot, not appreciably blocked by a shield.<br />
<br />
You must pass an out of character safety check to use a bow or crossbow.<br />
|-<br />
!Danger Sense<br />
|<br />
|Once per encounter you can [[RESIST]] a non-[[EPIC]], non-melee call that is damage, [[REPEL]], [[STUN]] or [[WEAKEN]].<br />
<br />
If a composite call has multiple applicable calls in it (i.e. "[[TRIPLE]] [[STUN]]") you resist them all with one use of this skill. If the composite call has other effects they still apply.<br />
<br />
You can use this skill while performing other skills.<br />
<br />
You must wear a [[Quickstart Rules#Visual Cues and Tags|Nimble tag]] to use this skill.<br />
|-<br />
!Quick Wits<br />
|<br />
|Once per encounter you can use a trick without using your Wits.<br />
|-<br />
!Rapid First Aid<br />
|<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|}<br />
<br />
===Tricks===<br />
{| class="wikitable"<br />
!Danger Awareness<br />
|With a short vocal regain your use of Danger Sense.<br />
<br />
You can use this trick while performing other skills.<br />
|-<br />
!Backstab<br />
|Strike a character from behind with a melee weapon shorter than 24” for [[WEAKEN]] or [[TRIPLE]]. You must be bodily behind your target, reaching around is not sufficient.<br />
<br />
If you also have the Weapon Expertise trick, you can use this trick for [[TRIPLE]] once per encounter without using your Wits.<br />
|-<br />
!Fast Hands<br />
|Instantly apply an [[alchemy|alchemical]] that usually requires 5 seconds, or instantly apply Rapid First Aid.<br />
|-<br />
!Weapon Expertise<br />
|Strike for [[TRIPLE]] with any melee or thrown weapon.<br />
|-<br />
!Weapon Precision<br />
|Strike for [[STUN]] with a melee weapon shorter than 24” or a thrown weapon.<br />
|}</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Rogue&diff=2612Rogue2021-05-15T19:17:27Z<p>Bink: /* Combat Skills */</p>
<hr />
<div>Supposedly named for its unconventional combat style, rather than the behaviour of its members, but some insist on being called “scouts” or “skirmishers” nonetheless. The rogue school focuses on the use of wits and cunning to gain advantage, evade attacks and exploit vulnerabilities. This school has options for melee and ranged combat, and excels at hit and run tactics and skirmishing.<br />
<br />
===Free Skills===<br />
{| class="wikitable"<br />
!Wits and Tricks<br />
|You have exceptional Wits, allowing you to perform [[#Tricks|tricks]] that you know. Performing a trick uses your Wits, after which it takes 5 seconds to get your Wits back.<br />
<br />
You begin with one trick, as with the '''Learn Trick''' skill.<br />
|-<br />
!Armour Training<br />
|You can wear armour for '''+3''' hits. It takes an extra 5 seconds to get your Wits back when wearing armour.<br />
<br />
You gain another extra hit when wearing armour with [[Exceptional Toughness]].<br />
<br />
Armour is any item or set of items that makes you look armoured.<br />
|}<br />
<br />
===Combat Skills===<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisities<br />
!Description<br />
|-<br />
!Learn Trick<br />
|<br />
|Learn a [[#Tricks|trick]]. You can take this skill multiple times, learning a new trick each time.<br />
|-<br />
!Archery Training<br />
|Thrown Training<br />
|You can use a bow or crossbow in two hands.<br />
<br />
Bows and crossbows take concentration to handle. It takes an extra 5 seconds to get your Wits back if you have a bow or crossbow on your person.<br />
<br />
If it’s unsafe to fire at a target then you can call ranged [[TRIPLE]] and fully unload your weapon. You can only do this if you have a clear shot, not appreciably blocked by a shield.<br />
|-<br />
!Danger Sense<br />
|<br />
|Once per encounter you can [[RESIST]] a non-[[EPIC]], non-melee call that is damage, [[REPEL]], [[STUN]] or [[WEAKEN]].<br />
<br />
If a composite call has multiple applicable calls in it (i.e. "[[TRIPLE]] [[STUN]]") you resist them all with one use of this skill. If the composite call has other effects they still apply.<br />
<br />
You can use this skill while performing other skills.<br />
<br />
You must wear a [[Quickstart Rules#Visual Cues and Tags|Nimble tag]] to use this skill.<br />
|-<br />
!Quick Wits<br />
|<br />
|Once per encounter you can use a trick without using your Wits.<br />
|-<br />
!Rapid First Aid<br />
|<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|}<br />
<br />
===Tricks===<br />
{| class="wikitable"<br />
!Danger Awareness<br />
|With a short vocal regain your use of Danger Sense.<br />
<br />
You can use this trick while performing other skills.<br />
|-<br />
!Backstab<br />
|Strike a character from behind with a melee weapon shorter than 24” for [[WEAKEN]] or [[TRIPLE]]. You must be bodily behind your target, reaching around is not sufficient.<br />
<br />
If you also have the Weapon Expertise trick, you can use this trick for [[TRIPLE]] once per encounter without using your Wits.<br />
|-<br />
!Fast Hands<br />
|Instantly apply an [[alchemy|alchemical]] that usually requires 5 seconds, or instantly apply Rapid First Aid.<br />
|-<br />
!Weapon Expertise<br />
|Strike for [[TRIPLE]] with any melee or thrown weapon.<br />
|-<br />
!Weapon Precision<br />
|Strike for [[STUN]] with a melee weapon shorter than 24” or a thrown weapon.<br />
|}</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Warrior&diff=2611Warrior2021-05-15T19:17:03Z<p>Bink: /* Techniques */</p>
<hr />
<div>The warrior school focuses on the use of weapon skill, grit and determination to deliver overpowering flurries of blows, or to shrug off punishment. This school excels at melee combat and defense.<br />
<br />
===Free Skills===<br />
{| class="wikitable"<br />
!Perform Technique<br />
|You have a stamina pool of 4.<br />
You can expend one stamina to perform a [[#Techniques|technique]] that you know. There is no cooldown on using techniques.<br />
<br />
You begin with one technique, as the '''Learn Technique''' skill.<br />
|-<br />
!Armour Training<br />
|You can wear armour for '''+3''' hits. Your stamina is reduced by 2 when wearing armour.<br />
<br />
You gain another extra hit when wearing armour with [[Exceptional Toughness]].<br />
<br />
Armour is any item or set of items that makes you look armoured.<br />
|-<br />
!Second Wind<br />
|With 30 seconds of stationary roleplay, you can regain all of your stamina.<br />
|}<br />
<br />
===Combat Skills===<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Learn Technique<br />
|<br />
|Learn a new [[#Techniques|technique]] for use in combat. This skill can be taken multiple times, learning a different technique each time.<br />
|-<br />
!Supreme Toughness<br />
|[[Extreme Toughness]]<br />
|You have one extra hit and another extra hit when wearing armour.<br />
|-<br />
!Extra Stamina<br />
|<br />
|You have one extra stamina.<br />
|-<br />
!Shield Training<br />
|[[Melee Training]]<br />
|You can use a shield up to 40” diameter, or similar size of tower or kite shield.<br />
|-<br />
!Grit Teeth<br />
|<br />
|Once per day, with a few seconds of roleplay you can suppress a single [[Wounds|wound]] on yourself until a dramatically appropriate time during the next event.<br />
|}<br />
<br />
===Techniques===<br />
{| class="wikitable"<br />
!Resolve<br />
|Call [[CURE]] 7 on yourself with 5 seconds of roleplay.<br />
<br />
If wearing armour you can [[CURE]] 3 yourself with a short vocal.<br />
|-<br />
!Implacable<br />
|[[RESIST]] a non-[[EPIC]] [[STUN]] call, or RESIST a non-EPIC [[CRUSH]] call to mitigate it to [[TRIPLE]].<br />
<br />
If a composite call has CRUSH and STUN you can use this technique on both by spending 2 stamina. If the composite call has other effects they still apply.<br />
<br />
You can use this technique while performing other skills.<br />
<br />
You must wear a [[Quickstart Rules#Visual Cues and Tags|Sturdy tag]] to use this technique.<br />
|-<br />
!{{Definition|Melee Expertise}}<br />
|Strike for [[TRIPLE]] with any melee weapon.<br />
|-<br />
!{{Definition|Two-handed Prowess}}<br />
|Strike for [[STUN]] with a melee weapon longer than 42” and shorter than 60”.<br />
|-<br />
!Taunt<br />
|With a short vocal, call [[COMPEL]]: Attack me.<br />
<br />
Only usable on creatures that are already attacking someone.<br />
|}</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Obscura&diff=2610Obscura2021-03-16T11:15:54Z<p>Bink: /* What Can I Play? */</p>
<hr />
<div>==Introduction==<br />
[https://www.camlarp.co.uk/ Cambridge LARP Society]'s game for 2019-2020 is '''Of Alchemy and Magic Obscura''' (or just '''Obscura'''), a fantasy game of discovery, intrigue and struggle against the odds where [[Natural Philosophy|magic and science]] collide.<br />
<br />
{{:World History}}<br />
Are the dark times destined to return? Or can something be done to stop it?<br />
<br />
The ruling [[Council]] of the city state of [[Clare]] has [[Task force|recruited adventurers]] to investigate what's going on, and you have answered the call. You may be here because you want to make a difference, for adventure and challenge, for knowledge and power, for coin, or maybe something else...<br />
<br />
==Major Themes==<br />
* '''Discovery''': Finding out about magic and the lost history of the world and the nature of the Sealing. As the Sealing becomes weaker, more things will become possible with magic and science, and pushing the boundaries will be important to match the increasing stakes.<br />
* '''Intrigue''': The major powers and factions within Clare will be at odds, and the task force will need to balance effectiveness against public relations. Plenty of political and social wrangling to be done.<br />
* '''Struggle Against the Odds''': There will be strong antagonists who wield abilities the PCs don’t (initially) have access to and who won’t be beaten easily.<br />
<br />
==How Do I Start?==<br />
If you're new to LARPing, you should start by reading our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ].<br />
<br />
After that, you should read the [[Quickstart Rules]]. Then, when you're ready, [[Character Creation|create a character]], or you can [https://www.camlarp.co.uk/Crewing crew] to see what it's like. See [[Look and Feel#Starting out|here]] for tips on starting kit.<br />
<br />
If you have further questions that aren't answered [[FAQ|here]], you can email the [[refs]].<br />
<br />
==What Can I Play?==<br />
Most things you can imagine, but here are some ideas:<br />
*Combat characters can fight belligerent enemies. The intention is that even in interactives, fights will be challenging, so fighty characters should find themselves valued, even outside of linears. If you want to be a Big Damn Hero then there are easily accessible ways to increase your power while increasing your risk of death.<br />
*Scholarly characters can research elementals and the world. Not much is known about the elemental realm and elementals, since it’s been cut off for centuries. There's also plenty of magic and science research to do.<br />
*The city of Clare has a number of [[Factions in Clare|factions]] that can help or hinder the task force, and wrangling them will be something those with social and political leanings can do.<br />
<br />
==Events==<br />
The campaign takes place in [https://www.camlarp.co.uk/Glossary#Interactive interactives] each Friday, and on [https://www.camlarp.co.uk/Glossary#Linear linears] roughly every other Saturday. Interactives are the regular meetings of the Clare task force to plan, do research, and anything else they might like to do. Linears are excursions in to the wider world, usually with a specific objective.<br />
<br />
For the dates of events, please see the [https://www.camlarp.co.uk main society website]. Alternatively, email larp-exec@srcf.net to sign up to our mailing list.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Downtime&diff=2609Downtime2021-02-05T16:07:52Z<p>Bink: /* Writing a Downtime */</p>
<hr />
<div>During the week your character can do things to help their exploits in the next event.<br />
<br />
Downtime can be used to do one of:<br />
*Keep an '''ear to the ground'''.<br />
*'''Investigate''' a group or topic.<br />
*'''Find [[items]]'''.<br />
*'''Engineer an encounter''' to happen next interactive.<br />
*Take part in an '''opportunity''' offered in uptime.<br />
*'''Untrain''' one [[skills|skill]], [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]] or [[Invoker#Focus Powers|focus power]] and/or '''codify''' an [[thaumaturgy#Improvised Rituals|improvised ritual]].<br />
<br />
Downtime happens between the linear and the next interactive. Downtime cannot directly affect the world; all events that actually affect the world will happen in uptime (possibly in encounters arranged in downtime).<br />
<br />
There may be opportunities to take part in events during the week, which will be arranged in uptime. You can take part in these, in which case you will experience those events (and therefore get information about them), and people will probably notice your association with those events.<br />
<br />
When you untrain a skill, it must not be a prerequisite for any other skills you know. If you untrain Learn Ritual you can forget any two rituals that you've learned.<br />
<br />
You can feel free to narrate minor actions, which can have personal significance, but can have no effect on the wider world. ''You cannot send letters to or have conversations with world NPCs''; if you wish to do this arrange an uptime meeting or use the uptime skills to send a message. You can however narrate sending letters and having conversations with personal NPCs, such as characters in your backstory or your personal Contacts. Having a think about upcoming projects and experiments you’d like to do are excellent minor actions (you may not come to any great realisations, but letting refs know what you’d like to do means they can can make better calls when you do it).<br />
<br />
If you don't submit a downtime, you will gather [[Ducatto]] or a commonly available reagent at the start of next interactive. If you crewed a linear and didn't play one, or crewed in the interactive for 30 minutes or more, you will also gather extra Ducatto at the start of the next interactive.<br />
<br />
For weeks you miss you may submit a restricted downtime where you can only perform Ear to the Ground or Gather Ducatto or Common Reagents. You can only do this for 2 missed weeks in between each event you attend.<br />
<br />
If you play multiple characters you are only guaranteed a full downtime for one character. You may be given full downtimes for multiple characters at ref discretion.<br />
<br />
==Submitting your Downtime==<br />
Each player has a google drive that contains their character sheet and downtimes. You'll be emailed a link to your player area after you submit your character with the form.<br />
<br />
Downtimes are submitted by creating a downtime document for that week with your submission. The deadline for submissions is '''Midday Monday'''. Later in the week responses will be placed in the same documents, at latest Friday morning.<br />
<br />
There will also be a weekly email with the State of Clare, which contains information about events in the world that are common knowledge.<br />
<br />
==Writing a Downtime==<br />
Downtime is designed to create opportunities to do things in uptime, rather than as a tool to solve problems itself.<br />
<br />
* Help, I have no plot and want some! -> '''Ear to the ground'''.<br />
This will get you a hook to something that's going on. Chances are you'll hear about something brewing, or get information relevant to another player right now, and offering it to them might get you involved in what they're doing.<br />
* I have a line on some plot, but don't know what to do with it -> '''Investigate'''.<br />
Investigating a topic you already have some information about might give you more information and let you formulate a plan, or make you better prepared for it if it appears in uptime on its own.<br />
* I know what I want to do, but need something specific to do it -> '''Find items'''.<br />
If it's something simple, you may just find it. If you attempt to find something that's rare, your efforts will yield information on how to get it, or an uptime encounter with someone who can.<br />
* I know what what I want to do, and want to meet some specific NPCs to make it happen -> '''Engineer an encounter'''.<br />
If you have a specific idea in mind, this is how to progress that idea. If you want to persuade some people of a course of action, set up a meeting with them. If you need an item and know who has it, ask them to bring it to the venue (you can then try to trade for it, try to steal it from them, or whatever). If you want to set two groups on each other, invite them both and see if you can engineer an incident between them. If you want to kill someone, invite them to a "parley", along with some assassins... The encounter isn't guaranteed to take the form you intend, but it's certain that ''something'' will happen as a result of your efforts.<br />
* I'm entirely happy and don't need to do anything in downtime.<br />
Then you don't need to submit one! Downtime is optional, and if you don't submit a downtime you get the default outcome of some extra income, which can come in useful for many things that might come up.<br />
<br />
===Example===<br />
'''Downtime:'''<br><br />
I've heard of a new criminal group moving in to Clare. Send a message to House Gabrielli warning them of this.<br />
<br />
I had a lovely chat with Bob the Elemental last linear. I plan to summon Bob and talk more about what we can do for each other. I'm considering sacrificing the ability to use an umbrella on Tuesdays for Infinite Cosmic Power.<br />
<br />
Learn Investigator with my spare skill slot.<br />
<br />
'''Response:'''<br><br />
House Gabrielli are interested and would like to talk about this new group and what you can do together to counter them. They'll send a representative to you at the next meeting.<br><br />
''Sending messages to world NPCs does nothing in itself, so this instead '''engineered an uptime encounter'''''.<br />
<br />
Thanks for letting us know your plans, we look forward to you summoning Bob and wish you luck trying this ''very ambitious'' bargain.<br />
<br />
You are now trained in Investigation.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Downtime&diff=2608Downtime2021-02-04T10:59:41Z<p>Bink: /* Writing a Downtime */</p>
<hr />
<div>During the week your character can do things to help their exploits in the next event.<br />
<br />
Downtime can be used to do one of:<br />
*Keep an '''ear to the ground'''.<br />
*'''Investigate''' a group or topic.<br />
*'''Find [[items]]'''.<br />
*'''Engineer an encounter''' to happen next interactive.<br />
*Take part in an '''opportunity''' offered in uptime.<br />
*'''Untrain''' one [[skills|skill]], [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]] or [[Invoker#Focus Powers|focus power]] and/or '''codify''' an [[thaumaturgy#Improvised Rituals|improvised ritual]].<br />
<br />
Downtime happens between the linear and the next interactive. Downtime cannot directly affect the world; all events that actually affect the world will happen in uptime (possibly in encounters arranged in downtime).<br />
<br />
There may be opportunities to take part in events during the week, which will be arranged in uptime. You can take part in these, in which case you will experience those events (and therefore get information about them), and people will probably notice your association with those events.<br />
<br />
When you untrain a skill, it must not be a prerequisite for any other skills you know. If you untrain Learn Ritual you can forget any two rituals that you've learned.<br />
<br />
You can feel free to narrate minor actions, which can have personal significance, but can have no effect on the wider world. ''You cannot send letters to or have conversations with world NPCs''; if you wish to do this arrange an uptime meeting or use the uptime skills to send a message. You can however narrate sending letters and having conversations with personal NPCs, such as characters in your backstory or your personal Contacts. Having a think about upcoming projects and experiments you’d like to do are excellent minor actions (you may not come to any great realisations, but letting refs know what you’d like to do means they can can make better calls when you do it).<br />
<br />
If you don't submit a downtime, you will gather [[Ducatto]] or a commonly available reagent at the start of next interactive. If you crewed a linear and didn't play one, or crewed in the interactive for 30 minutes or more, you will also gather extra Ducatto at the start of the next interactive.<br />
<br />
For weeks you miss you may submit a restricted downtime where you can only perform Ear to the Ground or Gather Ducatto or Common Reagents. You can only do this for 2 missed weeks in between each event you attend.<br />
<br />
If you play multiple characters you are only guaranteed a full downtime for one character. You may be given full downtimes for multiple characters at ref discretion.<br />
<br />
==Submitting your Downtime==<br />
Each player has a google drive that contains their character sheet and downtimes. You'll be emailed a link to your player area after you submit your character with the form.<br />
<br />
Downtimes are submitted by creating a downtime document for that week with your submission. The deadline for submissions is '''Midday Monday'''. Later in the week responses will be placed in the same documents, at latest Friday morning.<br />
<br />
There will also be a weekly email with the State of Clare, which contains information about events in the world that are common knowledge.<br />
<br />
==Writing a Downtime==<br />
Downtime is designed to create opportunities to do things in uptime, rather than as a tool to solve problems itself.<br />
<br />
* Help, I have no plot and want some! -> '''Ear to the ground'''.<br />
This will get you a hook to something that's going on. Chances are you'll hear about something brewing, or get information relevant to another player right now, and offering it to them might get you involved in what they're doing.<br />
* I have a line on some plot, but don't know what to do with it -> '''Investigate'''.<br />
Investigating a topic you already have some information about might give you more information and let you formulate a plan, or make you better prepared for it if it appears in uptime on its own.<br />
* I know what I want to do, but need something specific to do it -> '''Find items'''.<br />
If it's something simple, you may just find it. If you attempt to find something that's rare, your efforts will yield information on how to get it, or an uptime encounter with someone who can.<br />
* I know what what I want to do, and want to meet some specific NPCs to make it happen -> '''Engineer an encounter'''.<br />
If you have a specific idea in mind, this is how to progress that idea. If you want to persuade some people of a course of action, set up a meeting with them. If you need an item and know who has it, ask them to bring it to the venue (you can then try to trade for it, try to steal it from them, or whatever). If you want to set two groups on each other, invite them both and see if you can engineer an incident between them. If you want to kill someone, invite them to a "parley", along with some assassins... The encounter isn't guaranteed to take the form you intend, but it's certain that ''something'' will happen as a result of your efforts.<br />
<br />
===Example===<br />
'''Downtime:'''<br><br />
I've heard of a new criminal group moving in to Clare. Send a message to House Gabrielli warning them of this.<br />
<br />
I had a lovely chat with Bob the Elemental last linear. I plan to summon Bob and talk more about what we can do for each other. I'm considering sacrificing the ability to use an umbrella on Tuesdays for Infinite Cosmic Power.<br />
<br />
Learn Investigator with my spare skill slot.<br />
<br />
'''Response:'''<br><br />
House Gabrielli are interested and would like to talk about this new group and what you can do together to counter them. They'll send a representative to you at the next meeting.<br><br />
''Sending messages to world NPCs does nothing in itself, so this instead '''engineered an uptime encounter'''''.<br />
<br />
Thanks for letting us know your plans, we look forward to you summoning Bob and wish you luck trying this ''very ambitious'' bargain.<br />
<br />
You are now trained in Investigation.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Thaumaturgy&diff=2607Thaumaturgy2021-01-25T11:15:11Z<p>Bink: /* Fast Channelling */</p>
<hr />
<div>Thaumaturgy is the art of multiple people working in concert, through the medium of ritualistic gestures, symbols, intonation and actions, to create elemental resonances and dissonances and affect the world. Specifically, thaumaturges can learn to manipulate the world through the use of Rituals.<br />
<br />
==Performing Rituals==<br />
To perform a ritual, you need to either know the ritual as a [[Formulaic Rituals|formulaic ritual]], or perform an [[#Improvised Rituals|improvised ritual]].<br />
<br />
Taking the Lead Ritual [[Skills#Magic Skills|skill]] for an element grants the ability to improvise rituals of that element, and knowledge of the formulaic Consecrate ritual for that element. There is no restriction against learning to lead opposing elements.<br />
<br />
Additional formulaic rituals can be learned by taking the Learn Ritual skill, learning two formulaic rituals each time.<br />
<br />
===Powering the Ritual===<br />
Rituals are performed by channeling power through the ritual participants, who must control it. Power is most easily drawn from silver, in the form of Ducatto.<br />
<br />
It's possible [[Items#Advanced Resources|other substances]] will be found that can be used as power sources in rituals. If so it's likely they'll only be usable in certain types of ritual.<br />
<br />
===Controlling the Power===<br />
The easiest way to control power is to increase the number of participants in the ritual. Each participant can safely control one Ducatto of ritual power. By pushing themselves, the lead can control one additional Ducatto.<br />
* Participants can control one Ducatto each.<br />
* The lead can take a [[WOUND]] to control one additional Ducatto.<br />
<br />
If any of the raised power is not controlled at the conclusion of the ritual, the ritual will still succeed but [[fallout]] occurs.<br />
<br />
For each Ducatto of power that is uncontrolled the attending ref will resolve a card of fallout at the conclusion of the ritual.<br />
There can only be as much fallout as there is controlled power, or the ritual is cancelled.<br />
<br />
===The Ritual Performance===<br />
There are no set rules how a ritual must be performed, and different thaumaturges perform rituals in wildly different ways. It seems as long as the participants ''believe'' it will work, it usually does. However, activities that involve the participants working in harmony are known to be particularly effective, such as chanting, singing, dancing or other ritualistic movement, or making music<br />
<br />
* The ritual lead and participants must roleplay for at least 1 minute in a way that it’s clear to a casual observer, and especially the target, within 2 metres that something magical or ritualistic is happening.<br />
* Rituals must be begun strictly in touch range of the target, after that there is some flexibility. The ritualists must stay in the general vicinity of where the ritual was started. If the target moves away they are still targeted by the ritual.<br />
* The target does not have to be unresisting.<br />
* As with other roleplayed skills, a ritual can be cancelled at any time by the lead without penalty by stopping roleplaying (either by choice or by force). All wounds and sacrifices and skill uses are not consumed if the ritual is cancelled.<br />
* If the leader willingly leaves the ritual area the ritual is cancelled. If repelled away they must return as quickly as possible.<br />
* The amount of power must be declared before the ritual is performed, and can’t be added or removed later. If for some reason the power can’t be provided at the end of the ritual (i.e. the Ducatto is stolen) then the ritual is cancelled.<br />
* If a non-lead participant stops roleplaying, any control they’re contributing is lost from the ritual. The ritual lead can take a [[WOUND]] to channel more power (if they aren’t already), or the ritual can continue and cause fallout.<br />
* If a ritual has a defined effect and there’s no intended fallout, it can be performed without a ref. If performing a ritual without a ref and fallout somehow would occur, the ritual is cancelled instead.<br />
<br />
==Thaumic Refrain==<br />
Some rituals can be cast on multiple targets with a single ritual performance by causing the ritual performance to “echo”. For all intents and purposes the ritual is cast multiple times at the completion of the performance (including consuming the resources for all castings), but only one performance is required. This can only be done if the ritual causes no fallout (should it somehow unexpectedly cause fallout, it is performed once and stops).<br />
<br />
==Fast Channelling==<br />
During the darkest moments, a thaumaturge can draw on a measure of last resort. They can shorten the cast time of a ritual to 10 seconds. Such fast channelling tears through the body of the ritual lead, causing them to become terminal after the effect of the ritual is discharged. You can control twice as much power as normal when performing a ritual this way, but cannot cause fallout.<br />
<br />
==Consuming Souls==<br />
It’s possible to use souls to power a ritual. This requires a willing possessor of a soul to be present that the ritualists can draw on. The soul of a single human can provide 8 Ducatto of power, with the added advantage that this power does not need to be controlled by the ritualists - its sentient nature means it readily follows the thaumaturge’s designs. Souls of participants or the lead can be used. Consuming someone’s soul kills them instantly, after the effect of the ritual is discharged.<br />
<br />
==Formulaic Rituals==<br />
The [[Formulaic Rituals#Consecrate|Consecrate]] formulaic ritual is learned by taking the Lead Ritual skill, and more can be learned with the Learn Ritual skill. New [[Formulaic Rituals|formulaic rituals]] can be created by performing an improvised ritual then codifying it in [[downtime]].<br />
<br />
==Improvised Rituals==<br />
Thaumaturges can design custom rituals that go beyond the scope of codified thaumaturgy.<br />
* A thaumaturge can only safely perform one improvised ritual per day<br />
* Improvised rituals are significantly more costly for the effect than codified rituals, and even then are likely to have unexpected side effects.<br />
* Improvised rituals may take longer than the standard 1 minute.<br />
* The result of an improvised ritual may vary, even if the same improvised ritual is repeated at a later time; codification will remove this uncertainty.<br />
* Even with preparation, improvised rituals are not guaranteed to succeed as intended. Unlike formulaic rituals, the outcome of improvised rituals may depend on the style and approach of the ritual performance and/or decisions they make during the ritual.<br />
* Thinking about a ritual during the week is far more likely to produce a good outcome, especially for ambitious rituals.<br />
* Knowing a formulaic ritual similar to the improvisation you're attempting is more likely to result in a good outcome. Failing that, knowing more formulaic rituals of that element will be an advantage.<br />
* You ''may'' be able to benefit from Thaumic Refrain to cast your improvised ritual on multiple targets.<br />
<br />
Once performed successfully an improvised ritual can usually be codified in downtime, making it a ritual that can be performed reliably.<br />
<br />
==Limitations of Thaumaturgy==<br />
When improvising rituals, you may want to bear in mind the [[Natural Philosophy#Limitations|limitations of all natural philosophy]], which includes thaumaturgy. Thaumaturgy also has a couple of additional limitations.<br />
<br />
===Limits of Divination===<br />
Divination using magic (even Order magic) tends to be rather subjective and dubiously accurate - mundane [[investigation]] tends to be a more certain way to draw conclusions if it's usable. The exception is analysing the elemental properties of things, at which magic is usually the best tool for the job. If you have very little information, divination could give leads to build on with mundane investigation.<br />
<br />
Largely a corollary of the Law of Presence, divining the present in other locations, or the future, is impossible. Divining the past of an item, character or location that’s present is possible. Divining information about the present of your current location is possible, but mundane investigative and pathology skills are usually better tools for the job.<br />
<br />
===Law of Idempotency===<br />
Performing the same ritual (or an improvised ritual with a similar effect) on the same target twice in one day is likely to be much less effective than usual and may be dangerous. This is especially true if performed by the same lead.<br />
<br />
===Daily Cycle===<br />
For some reason, thaumaturgy effects tend to break on sunrise. Making an enchantment that lasts longer than overnight is very hard.<br />
<br />
== Example ==<br />
Alice, Bob and Charlie are on a linear together and hear that a group of enemies is coming to get them. Alice has mastered the Ruination ritual, and they have a little time, so they decide to prepare it.<br />
<br />
They decide that they'll all participate, which allows them to control 3 Ducatto, so they get out the coins and start the ritual.<br />
<br />
The enemies come early and the ritual isn’t quite done yet, so Charlie decides to leave the ritual to keep them busy. The ritual will now have one Ducatto of uncontrolled power. Alice decides to take a wound to control this power and the ritual continues.<br />
<br />
Charlie isn’t faring too well, so Bob also decides to leave the ritual. Alice can’t take another wound to control the power. Since there's a ref present, she decides to cause fallout rather than cancel the ritual, and informs the ref of this.<br />
<br />
The ritual completes and the ref draws a single fallout card, which is [[MASS]] [[MAGIC]] [[TRIPLE]], and calls it. Alice then takes a [[WOUND]] call due to her wounding herself to control extra power (she currently has no mortal wounds, so is fine, for now), and unleashes 4 MAGIC TRIPLEs on the enemies. The party wins, and since it's now the end of the encounter, Alice asks the ref for her [[mortal wound]] card.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Wounds&diff=2606Wounds2021-01-05T08:03:19Z<p>Bink: /* Mortal Wounds and Terminal */</p>
<hr />
<div><noinclude>Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.<br />
<br />
Some wounds are "mortal" wounds, and are the means by which your character can eventually become terminally wounded and die.<br />
</noinclude><br />
==Mortal Wounds and Terminal==<br />
Characters have a limited number of Mortal Wounds they can sustain before dying.<br />
* PCs and [[Resilience|resilient]] NPCs will become Terminal once they take 4 mortal wounds<br />
* Most other NPCs will die immediately after taking 2 mortal wounds.<br />
* Mortal wounds are marked with red, pink or orange marker.<br />
* Not all wounds are mortal wounds. Wounds that aren't mortal don't contribute to your death track.<br />
<br />
<br />
Mortal wounds are generally given out with the [[WOUND]] call. If you have, and need to ask for, more mortal wounds than you are capable of sustaining, then you ''immediately'' become '''Terminal'''. If you take your final WOUND as a direct result of performing a skill (such as a ritual causing fallout) the skill still works and if applicable you can deliver its effect before becoming terminal as long as you do so immediately. Becoming terminal removes all wounds.<br />
<br />
While Terminal you should act as though dying, and can’t take any actions unless it's a skill explicitly usable while terminal. You can't be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will [[Wounds#Death|die]] at a dramatically appropriate time of your OC choice before the end of the next [https://www.camlarp.co.uk/Glossary#Interactive interactive] you attend, unless you can find some way to avert your fate.<br />
<br />
When playing an NPC and you haven't been briefed otherwise, you should die immediately when you receive your second mortal wound rather than becoming Terminal. This means an otherwise healthy NPC human should survive simple incapacitation with a wound to commemorate their defeat, but will die if wounded further.<noinclude><br />
<br />
==Suppression and Treatment==<br />
* Wounds can be temporarily '''suppressed''' with skills such as [[Patch Up]].<br />
* '''Treating''' a wound is more involved, and can often only be done in an interactive.<br />
* Treating or suppressing a wound replaces the acute effect with the lingering effect.<br />
* Treated wounds fully heal at the end of the event.<br />
<br />
Wounds have fairly potent "acute" effects and having fresh wounds will severely limit your effectiveness. Suppressing or treating a wound replaces the acute effect with the lingering effect, which remains until the wound fully heals. A lingering mortal wound still counts towards your death track until it fully heals.<br />
<br />
Wounds need to be treated fully before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an "appropriate venue" (usually the interactive), but can still be suppressed while on linears.<br />
<br />
Not all wounds are mortal, and those that aren’t don’t count towards your death track. Wounds given out as a result of ritual mishaps (that aren’t [[fallout]]) will usually not be mortal wounds. Non-mortal wounds can also happen at dramatic points in combat, either given out ad hoc or with the [[CURSE]] call.</noinclude><br />
<br />
All ''treated'' wounds fully heal at the end of each event.<noinclude><br />
<br />
==Death==<br />
[[Resilience|Resilient]] characters die when they reach the end of the [[#Mortal Wounds and Terminal|terminal]] state, either because they choose to die or run out of time (or, exceptionally, are instructed to by a ref). Non-resilient characters usually don't become terminal and will die immediately upon sustaining their limit of mortal wounds.<br />
<br />
[[Reanimation]] can temporarily restore a terminal character to full functionality, but they will still die at the end of their terminal state. There is currently no known way to completely restore a terminal person to life, but legends speak of people making pacts with elementals in return for returning from the brink of death, but the price described is always dire, and they say they never quite came back the same...<br />
<br />
There is no way to "execute" a character to push them from terminal to dead. You should factor this in if you plan to murder someone; that it may be difficult to impossible to silence them depending on their resilience, and that all player characters are resilient. If a player abuses this by being disruptive rather than dramatic in their terminal state, attract the attention of a ref and if appropriate they will step in and instruct them to wrap things up and die.<br />
<br />
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them. [[Reanimation]] can still allow a conversation with the corpse (with the player's agreement).<br />
<br />
== Example Wounds==<br />
===Broken Arm===<br />
''This is an example of a physical wound that might be given out after a dramatic moment in combat''<br />
<br />
'''Acute''': Your arm has been severely damaged and you cannot use the arm for anything except holding things.<br />
<br />
'''Treatment''': In an appropriate venue a surgeon must spend a minute setting the arm.<br />
<br />
'''Lingering''': Your arm is still weak. You are unable to make calls other than SINGLE with a melee or thrown weapon used only in broken arms.<br />
<br />
===Punctured Lung===<br />
''A more severe physical wound, which might result from a dramatic defeat, or an experiment gone awry.''<br />
<br />
'''Acute''': Your breathing is laboured, you may not speak louder than a whisper and you are unable to use any Techniques, Tricks or Focus Powers, or perform any roleplayed skill that requires a minute.<br />
<br />
'''Treatment''': In an appropriate venue a surgeon must spend a minute relieving the pressure in the chest.<br />
<br />
'''Lingering''': Your chest is still heavy, you find it difficult to raise your voice, taking twice as long to use the Second Wind and Recharge skills.<br />
<br />
===Elemental Stress===<br />
'' [[thaumaturgy|Thaumaturgic]] enchantments reduce your ability to endure mortal wounds by causing "elemental stress". These are mortal wounds that have only roleplaying effects.''<br />
<br />
'''Acute''': Roleplaying effects in line with the appropriate element.<br />
<br />
'''Treatment''': Always fully heals at sunrise.<br />
<br />
'''Lingering''': None.<br />
<br />
===Strange Fungus===<br />
''This is an example of a wound that might be given out by special enemies with the [[CURSE]] call.''<br />
<br />
'''Acute''': A strange fungal growth has embedded in you and is expanding under your skin, leeching your vitality. You are WEAKENed. If this has not been treated or suppressed at time out, see a ref.<br />
<br />
'''Treatment''': In an appropriate venue you must spend a minute in a consecration of Destruction while the growth recedes to the infection site, then a surgeon must remove the growth.<br />
<br />
'''Lingering''': You have one fewer stamina and can't use Quick Wits.<br />
</noinclude></div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Weekly_News&diff=2605Weekly News2020-12-15T11:05:17Z<p>Bink: /* Week 9 */</p>
<hr />
<div>Archived weekly news from around Clare.<br />
<br />
==Week 1==<br />
The top news in the city this week is definitely of a large green creature with horns calling itself “Grettid” bursting out of the task force headquarters and bulldozing a small trail to the outskirts of the city. There is quite a bit of concern among citizens about what’s going on inside the task force lab, but those concerns are somewhat assuaged by the later news that an expedition of task force agents tracked down and defeated the creature in the foothills of the Fulcrum Mountains, and that there were no serious injuries as a result of the incident.<br />
<br />
The other big news is of rare appearances by non-human creatures in the city that match some of the legends of elementals from before the Sealing. Humanoid creatures dressed in blue with a marking on the forehead, some with pointed ears, and red creatures that alarmingly match the “demons” of Maddonite teachings. The Maddonite Church quickly published pamphlets urging citizens to reject and avoid interacting with these red beings.<br />
<br />
Later in the week further news comes from the foothills of oversized mutated animals roaming the area, and increased bandit activity, though the reason for these things isn’t known.<br />
<br />
==Week 2==<br />
The main news this week isn’t as widespread, but a short communique is distributed among task force agents by the Council to keep everyone up to date with some recent events.<br />
<br />
Attention All Agents:<br><br />
The previous task force, aka the 23rd Paranormal, strode into the task force HQ, summoned an unidentified Order elemental and walked out again with little resistance. News was then delivered that the 23rd have gone to ground in order to prepare for something big in the next week. Be alert for any indication what that might be.<br><br />
- Representative Arturo<br />
<br />
In other news, a powerful Destruction elemental calling itself Drenth has been sighted stalking the streets of Clare. The origin of this elemental and its aims are both unclear, but it has seriously injured several citizens. What is known however is that this elemental did *not* originate at the task force headquarters like the previous rogue elemental, Grettid.<br />
<br />
Finally, House de Lumiere is reporting it is near success with experiments grafting elemental material in to humans to grant them new abilities. This news has been met with some concern by regular citizens, given the mistrust in many circles of the elementally touched.<br />
<br />
==Week 3==<br />
The Watch has published some information about the elemental Drenth, that apparently it invariably announces its presence by whistling. Armed with this news citizens have been better able to avoid the elemental and its appearances have drastically lowered, but many are now jumping at every whistle of the wind. The more pessimistic say that fostering an atmosphere of fear and paranoia is giving the elemental exactly what it wants.<br />
<br />
Other elemental-related news is that a short compendium of elemental names has been published, noting some as safe or unsafe to summon. One named Fantasia has been declared safe(r) to summon, while Grettid and Drenth have (unsurprisingly given their history) been declared unsafe. In any case, advice to all would-be summoners has been given to use a warded circle, one of which apparently exists in the task force lab.<br />
<br />
A rumour spreads of bodies being dragged out of the task force lab last Friday and dumped in ditches in nearby streets. A short Watch investigation however concluded that all of them were known or heavily suspected of banditry in the local area. Some citizens have raised concerns about the task force agents dispensing summary justice instead of summoning a magistrate, but Council representatives published a short statement that enforcing security within the lab during meetings is absolutely within the task force’s remit and that they have the Council’s full support.<br />
<br />
House de Lumiere publicly apologised for the violence perpetrated by some of their late stage grafting test subjects that escaped last week and have requested assistance apprehending them. Questions have been raised as to what the heck is going on with the Lumiere grafting program, but Lumiere have been tight-lipped in response.<br />
<br />
Finally, joining the few blue humanoids and red demons wandering the city, some green and white lesser elementals have been seen. The green appear to be very interested in human activity, while the white have so far only been seen observing silently.<br />
<br />
==Week 4==<br />
The news this week is mostly about the task force itself!<br />
<br />
After investigation in to the summoning of the elemental Drenth, the task force has made its first “arrest”, turning a local Supremist activist in to the Watch for the deliberate summoning of a dangerous elemental and attempting to frame a local Deirdrist group for it. This has sparked off a bit of a legal discussion over what exactly he’s guilty of though.<br />
<br />
More sensationally, the task force mounted several armed raids on two buildings in the city, one supposedly abandoned warehouse that apparently contained a shadowy outlaw group called the "23rd Paranormal", and the second an active Asura Cabal research facility. After apparently causing much violence in both buildings, the small group of agents exited the Asura facility and were immediately arrested by the Watch. They were then quickly released again after confirming they were on official business. Asura Cabal have stated they are waiting to make a statement on the subject until after following up with the task force agents this Friday.<br />
<br />
In other news House de Lumiere have apparently recovered their test subjects, partly with the assistance of task force agents. Reports are that the test subjects had signed contracts agreeing to a period of experimentation. Such arrangements are not unheard of in Venucci, but those who identify more with Enclave culture are decidedly unhappy with what they see as exploitation of those down on their luck.<br />
<br />
Insiders are saying that House Gabrielli have been more active recently and seem to be gaining influence in the city, for reasons unknown. Rumour has it smuggling operations have expanded and businesses in more quarters of the city are being approached for “protection” payments. The Watch are none-too-pleased at these developments, and House Avanti are said to be minorly concerned that the reduction in trade taxes will start hitting their bottom line if the trend continues, but the impact on regular citizens has been minimal.<br />
<br />
==Week 5==<br />
Two big pieces of legal news this week. The first is the news of the vigilante justice delivered in the task force headquarters to the local Supremist personality Sven. He admitted summoning the elemental Drenth who’s been terrorising the city, in order to discredit the city’s Deirdrists. In the absence of any laws to convict him, he was taken to the task force headquarters by persons unknown (with Watch insider involvement suspected) and was summarily executed for his deeds by task force agents. The Watch have expressed their disappointment with the agents’ unwillingness to work within the law, but it seems unlikely that many in the city will be shedding any tears over the death of this particular individual.<br />
<br />
The second news is that immediately after this, Magistrates visited the task force headquarters and consulted agents, as the foremost experts on elementals and summoning in the city, on new laws to be passed to deal with reckless and criminal summoners. The decision, made with wide support, was that summoners are responsible for any crimes committed by elementals they summon. This new law has been put on the books effective immediately. Legal pundits have been quick to point out this doesn’t directly affect the task force agents that coined the law, since they’re immune to prosecution, but it will likely still shape public opinion should any elementals summoned by the task force escape and cause trouble.<br />
<br />
On the subject of Drenth, details are sparse but rumour has it the task force are gearing up to deal with the elemental, though how is a mystery to regular citizens.<br />
<br />
Finally, Asura Cabal have released a statement thanking the task force for their intervention last week. “Rogue forces opposed to the Council and city had infiltrated our facility, and we invited the task force to assist us clearing them out. They did so with skill, professionalism and, we trust, discretion.”<br />
<br />
==Week 6==<br />
The big news in Clare is that Drenth is dead! Or, well, discorporated? Whatever, it’s gone, and rumour has it some experimental thaumaturgy was done to make sure it can’t come back, though details are scarce. The name Brand Alyson is being spoken as the main architect of Drenth's demise, though he had assistance from others in the task force.<br />
<br />
The other big news is that House de Lumiere published a statement damning Asura Cabal for losing control of one of its research facilities to a rogue group called the “23rd Paranormal” and nearly causing catastrophe. Contradicting Asura’s version of events that the Clare task force was invited to the facility to regain control. Lumiere have stated that Asura were completely duped, and the task force in fact prevented disaster *despite* their efforts, rather than with their assistance. The statement is met with some scepticism given the source, but some Watch members have corroborated several parts of the story, lending it a lot of credence.<br />
<br />
A group calling itself the “Order of the Balanced Blade” has rather abruptly sprung into existence. They claim they are tired of the task force flouting the law and that if the Watch are prevented from holding them to account, the Balanced Blade will…<br />
<br />
In less urgent news, there has been disruption to trade caravans in and out of Clare. This has had the immediate effect of making rare goods harder to find in the city. It has also had knock-on effects on the already beleaguered House Avanti, who are now reported as having serious income problems due to this and continued pressure from House Gabrielli on their economic interests.<br />
<br />
==Week 7==<br />
The source of the recent trade disruptions has been tracked down to a nearby group of Destruction Deirdrists, who were apparently kidnapping traders from caravans to “subject them to adversity to make them better” in, apparently, a small wooden, but otherwise fully functional, Colosseum…<br />
An investigation by the Clare task force in to the goings-on, precipitated by rumours of elementally-mutated animals, led to them shutting down the operation apparently very emphatically. Some local Deirdrists have described their actions as “heavy-handed” , stressing that those running the colosseum had made sure no one suffered permanent injuries, but most citizens are unsympathetic and enjoying the resurgence of trade.<br />
<br />
The task force is also rumoured to have undertaken a successful expedition to some local ruins. The same ruins they went to in their first official outing 6 weeks ago in fact. Apparently there were setbacks, but the expedition made the area safe and excavation started in earnest, and several finds are expected to be presented to the representatives who went to the ruins at the next meeting.<br />
<br />
Asura Cabal has suffered a further public relations setback as a slew of testimonies supporting House de Lumiere’s accusations were circulated around Clare. Meanwhile House de Lumiere’s star appears to be rising meteorically, as their alchemy programme is reporting advances in leaps and bounds to match their already quite successful grafting programme.<br />
<br />
In more private news, all agents receive an unofficial communique from representatives of House Gabrielli:<br><br />
Greetings task force agents. Your friends in House Gabrielli would like to ensure that all of you are aware of opportunities we’ve uncovered against the 23rd Paranormal. A combat mission will be available, targeting a 23rd camp that is rumoured to have their martial Captain present. Meanwhile those of a more diplomatic or stealthy disposition have an opportunity to head off a rumoured assassination attempt led by Captain Dermoux. A masked ball may be involved, so you may want to bring appropriate headwear if available.<br />
<br />
==Week 8.1==<br />
Task force agents mounted multiple expeditions to target the officers of the rogue paramilitary unit known as the 23rd Paranormal, foiling an attempt to kill a Ferros Cabal Councillor and killing two Captains of the 23rd in the field. The remaining 23rd Captain Grant then led an all out attack on the task force headquarters with intent to kill all agents. Grant was killed, but rumour has it not without cost among the task force.<br />
<br />
It seems with the demise of all of their top ranking officers the 23rd have been abruptly defeated - without commanders the rest of the unit have become directionless slaves. At the insistence of the Council, the task force was asked to choose a major faction for them to be assigned to, or put them to death. The task force chose to assign the 23rd to House de Lumiere to do with as they please. Councillor Maria de Lumiere is reputedly delighted.<br />
<br />
Things now seem to have quieted down for a while and the factions in Clare are taking some time to consolidate their positions. Rumour has it there may be a shift in the makeup of the Council over the coming weeks to reflect that the balance of power between the factions has shifted dramatically recently.<br />
<br />
Finally, House de Lumiere has published a short compendium of recent scientific advances in the hope of encouraging citizens to embrace the new wonders of alchemy and grafting that are available. Local religious groups have also circulated a list of known elementals, though whether it’s to encourage you to talk to them or avoid them depends who you ask.<br />
<br />
==Week 8.2==<br />
The major news is that after a long closed session the Council have decided to recognise the relatively rapid shifts in power in the city recently, and reapportioned Council seats. House Avanti lost some influence and were reduced to two seats, and in a major upset Asura Cabal lost their only seat, completely ejecting them from the Council. House Gabrielli and House de Lumiere both gained a<br />
seat, the latter undoubtedly rubbing salt in the wound for Asura. This is the first time a group has entirely left the Council since the Maddonite Church lost their seat decades ago, and many in the city are waiting with trepidation to see how this affects the city’s direction and what Asura will do from here.<br />
<br />
Some agents expressed interest in learning of the public perception of the task force’s recent actions. People are fairly indifferent to the task force’s decision to award the remains of the 23rd to House de<br />
Lumiere. The public are still largely in the dark about the nature of the 23rd, but they were described as a rogue group who were a threat to the city so are mildly approving of the task force taking them down. The Council are impressed by the task force’s competence but have decided it is adequately resourced right now so funding shall remain the same.<br />
<br />
==Week 9==<br />
Rumour has it that there was an extended debate in the Council chambers this week to do with a conflict between a religious group called the Witnesses of the End and the Maddonite Church. It appears a resolution was approved by the Council but, unusually, no details have been released what that resolution is. What is clear is that neither the Witnesses of the End nor the Maddonites got what they wanted.<br />
<br />
A new group called the Guardian Hunters of Clare is making a splash in the city. They espouse the benefits of training to hunt and guard against the new threats to the city caused by the "Unsealing". Ferros Cabal are said to approve of the group, and the Guardians' numbers have swelled comparatively suddenly this week.<br />
<br />
There’s been a lot of chatter among socialites about a certain rising star in the city of the name Stefano de Lumiere. A relatively new member of House de Lumiere, Stefano was apparently a major contributor to their recent meteoric rise, and conversely of Asura Cabal’s recent fall.<br />
<br />
==Week 10==<br />
The law the Council agreed on in principle last week has been written and passed. Inciting a non-human to commit a crime is now itself a crime. Time will tell whether this has the desired effect of curtailing criminal activities involving mutated animals and elementals.<br />
<br />
The arrested bandit leader Gregory has had a stay of execution, the Magistrate citing new eyewitness evidence possibly leading to a lessening of the sentence. The final sentence is set to be decided this Friday.<br />
<br />
The city has been particularly abuzz with rumours this week. The first is that when the Council voted on what to do about the Witnesses of the End, only House de Lumiere was willing to take action, while the other Councillors refused to take a side on the contentious issue. Furthermore, Ferros were particularly quick to change their position to one of abstention. Finally, rumour has it bodies are going missing in the city, but information is otherwise scarce on the issue.<br />
<br />
==Week 11==<br />
The Guardian Hunters of Clare, backed by Ferros Cabal, take up a new and slightly controversial role in the city, inspecting goods shipments and weeding out fake magical baubles. At the same time House Avanti announce a surge in trade with the Republics and Enclaves, resulting in more reagents coming in to the city. The upshot of these things is that white, blue, red and green reagents are now much more plentiful than before and can be bought freely on the open market for 2 Ducatto, with both Ferros and Avanti taking the credit.<br />
<br />
The missing bodies have rather spectacularly turned up, seen shambling around. This is remarkably surprising, but no one’s entirely sure what to do about them. On the bright side they don’t seem to be hurting anyone, or indeed doing anything in particular except poking things and asking very short questions.<br />
<br />
The Watch have announced a large seizure of evidence personally implicating Councillor Salvador Gabrielli in various criminal activities. The evidence was mainly for crimes in which Gabrielli involvement was suspected, but could never be proven until now. The seizure is credited to Watch Captain Adrian, who claimed it was the fruit of a closer partnership between the Watch and Ferros.<br />
<br />
In other crime-related news, a group of chaos deirdrists have been responsible for a recent wave of chaotic activities. Not all of them strictly illegal, but some definitely are. No arrests have yet been made.<br />
<br />
==Week 12==<br />
A quite strong looking red elemental was seen leaving the task force HQ this week, calling itself Kal’ad. When questioned by passers by it would mainly say something along the lines of “It’s goooood to be back!”. It reputedly made a bee line for the Maddonite Church and made a point of obviously sitting outside it waving to people going in and out as a crowd of Maddonites gathered around it preaching about ignoring it and to pay it no heed. And also don’t get too close because it keeps scratching. Can demons have fleas?<br />
<br />
Meanwhile the task force made a statement saying that the recent chaotic activities of some Deirdrists were sanctioned and encouraged by the task force and were done in the interests of Clare.<br />
<br />
All in all the populace are wondering if the task force have taken a pro-Chaos (or pro-Demon as the Maddonites put it) stance.<br />
<br />
In unrelated news House Gabrielli have gone on a charm offensive in response to the recent accusations against Councillor Salvador Gabrielli. They claim they’re as shocked as the rest of Clare at the actions of their Councillor, and that they will categorically prove Salvador’s corruption was the work of an individual and not the House as a whole over the next two weeks.<br />
<br />
==Week 13==<br />
There’s a great deal of dissatisfaction this week with Ferros Cabal. It seems the prospect of them getting a third Council seat has triggered some reactionary feeling among the citizens of Clare, who are suddenly talking about the good old days when Avanti were on top and how Ferros will ruin everything. They note that Avanti are also responsible for the influx of trade goods and reagents recently. Indeed, some are even whispering that Ferros’ closed border policies and militarisation might end up being outright harmful for Clare if they receive another seat.<br />
<br />
Meanwhile, people talk about how Avanti should get that seat instead. Of course, Avanti are capitalising on this string of good will from the people of Clare and issue a statement that for reasons that they think some members of the task force will understand, all members of the task force will be able to benefit from Avanti’s new power in Clare. They are officially justifying this by speaking of how, as the sealing unravels, the task force will require more funding if they are to be properly equipped to deal with it.<br />
<br />
Through the city, people also talk of how the Asura Cabal are somehow involved with the phenomenon of dead bodies rising once more to walk again. Some say that Asura are working with these ‘shamblers’ while others say that they are directly responsible for them. Asura are quietly denying these claims, but, they are not really large enough to have their voice heard anymore. It doesn’t help their case that the shamblers have been witnessed in the streets, performing rituals… or at least trying to. The shamblers have so far failed in every ritual they have attempted according to eye witnesses. That doesn’t mean that people aren’t getting really worried about this phenomenon where corpses walk again and are now attempting thaumaturgy.<br />
<br />
==Week 14==<br />
There are several big news stories this week, all coming rapidly one after another.<br />
<br />
First, in an announcement that shocked few, the Magistrates announced that the evidence collected against Salvador Gabrielli over the last three weeks is incontrovertible, and that furthermore the remainder of House Gabrielli is clearly also implicated in the crimes. Salvador has been relieved of his Council seat and in a unanimous decision of the remaining Council members House Gabrielli have lost the seat entirely. After much negotiation behind closed doors the Council decided to recognise House Avanti’s recent resurgence and were awarded the seat in their place, returning them to three seats, reputedly to Ferros Cabal’s chagrin.<br />
<br />
The second big news is that the task force entered a warehouse in Clare and cleared out a large number of Descending Chain that were using it and recovered a magical artefact of some sort. The Descending Chain were considered by many to be a Bit Weird even by cult standards, so this hasn’t caused much consternation in the city. The Descending Chain have been driven underground by this setback but are reputedly still active.<br />
<br />
The chaos elemental Kal’ad has been wandering around the city unchecked for several weeks now and is developing something of a following. While it’s not known how explicitly he’s espousing the view, it seems his followers are on a rather anarchistic track, questioning whether the structure of Clare is right for them, or even necessary at all.<br />
<br />
It’s not known how much this is related, but the huge news that happens late in the week is that Watch Commander Adrian abruptly quit the Watch and his campaign for a Council seat, declaring the Clare Council corrupt and that it should be replaced by a more representative Republic of Clare. It seems a large number of Watch members may have been swayed to this cause. It’s not known yet what will come of this recent development.<br />
<br />
Meanwhile there’s a comparatively minor but increasing controversy over the effects of recreational alchemicals. Supremists claim they have proof that overuse of alchemicals causes small elemental alterations to the human soul. Adherents of recreational alchemical use scoff at the claims, the Deirdrists among them noting that even if this were the case there’s no evidence this is a *bad* thing to happen to someone.<br />
<br />
==Week 15==<br />
The walking corpses, after several weeks of unsettling the residents of Clare, have finally become to reveal some details of who they are. The bodies have begun waylaying citizens to explain that they have come from somewhere beyond the elemental realm. They explain that they supposedly have a “larger” soul than humans, but have benevolent intentions, offering to protect humanity from elementals. People are strongly divided on whether these statements are true and what it means if they are.<br />
<br />
Meanwhile, the rogue watch members, now calling themselves the “Adrianic Republic” are rumoured to have joined forces with some Chaos Deirdrists and followers of Kal'ad who support their goal of dismantling the Council. Although accusation of treason have been made, besides dereliction of duty involved in leaving the watch, the group has yet to ''do'' anything beyond stating a political opinion.<br />
<br />
In less dramatic news:<br />
<br />
House de Lumiere’s Penal Servitude Test Subject Program is being considered a resounding success. The criminals involved are satisfied with their treatment and with continuing the program. In fact, the program seems to be even more successful than other penal service programs by this measure- traditionally, those involved are, at best, grudgingly accepting of their duties. Not only that, but those in the program say that they will continue to work with House de Lumiere when their sentence is complete. As the House are willing to continue their employment, this suggests a reduction in reoffending rates compared to traditional schemes.<br />
<br />
It seems reagents, of all kinds, are becoming more common allowing them to be purchased for Ducatto for the first time.<br />
<br />
==Week 16==<br />
Shocking news this week is that ex-Watch Commander Adrian, leader of the “Adrianic Republic” movement, was killed - supposedly for sedition - in the Task Force Headquarters by Stefano De Lumiere, a member of the Task Force. This has sparked great upheaval in Clare’s political sphere. Apparently Adrianic Republic spokespeople said this would happen, and are promoting Adrian as a martyr. This has caused a backfire which has led to greatly increased sympathy for their cause and reduced opinion of the Task Force and Council. The event has also reopened debates on whether the Task Force are abusing their above the law status.<br />
<br />
House Lumiere has also had an eventful week- Councillor Maria de Lumiere has received criticism for her inaction on the walking corpses, especially when contrasted with the action taken by Stefano de Lumiere. Members of the House are divided between those who support the previously well-respected and long-standing Councillor and those who support the more proactive new member. The House’s increase in power and influence has stalled due to infighting.<br />
<br />
Perhaps due to this upheaval, there is also discussion of House Gabrielli and how, despite their links to crime, they may be necessary to deal with threats like walking corpses and cults that operate in the shadows.<br />
<br />
Outside of politics, there was also news of a large gathering of Order elementals just outside of the city. Order Deirdrists who attended say the event was the trial and deposing of the elemental Fantasia.<br />
<br />
In international news, some ruins near Bastion, thought to have been called Trier, have been confirmed to be the site of the Sealing and declared safe to visit. Tourists and pilgrims have begun visiting the site. Enclave authorities have been slow to move on the news and rumour has it several valuables may have been removed by visitors.<br />
<br />
==Week 17.1==<br />
The small news this week - the favourable reagent deal organised by House Avanti has come to an end after pressure from traders. Apparently vicious rumours about the task force being “bad customers” who “don’t pay their debts” spread among the traders, leading to the move.<br />
<br />
In much bigger news, the task force assaulted a gathering of Supremists, successfully disrupting some working of magic. The number of fatalities was very low compared to other recent task force actions, with most bodies identified by the Watch as the “shambling corpses” rather than citizens.<br />
<br />
Also big news is the presence of many more elementals in the city, including several who could previously only be summoned making appearances seemingly where they like. Some Deirdrists are ecstatic, but others whisper in fear at the idea of another such as Drenth coming into the world, and worse, being able to literally appear and disappear at will.<br />
<br />
The most dramatic news is that of the dreams experienced by the people of Clare, and by all accounts, the entire world. Two dreams are described, the first a dream of Maddon heroically defending the world from creatures of darkness with the help of other mortals and the legendary elemental Jittal.<br />
<br />
The second dream is of the world being laid waste by elementals, until shining beings from beyond the stars come to protect us, their power stopping the elementals in their tracks and saving humanity.<br />
<br />
Maddonites especially are inspired by the first dream. The Maddonite Church of Clare spreads the news that this is a true account discovered by the task force of Clare, and Maddonites over the world have turned to Clare for direction as their beliefs are turned on their head. The Witnesses of the End are particularly fervent converts, putting aside their former beliefs overnight and returning to the Church.<br />
<br />
Those who are inspired by the second dream are quieter. It’s not known how many have been swayed by it, but it seems to have been particularly appealing to Supremists and those who fear elementals.<br />
<br />
The Guardian Hunters, with support from Ferros Cabal, continue to be a presence in the city, steadying the populace slightly. Martial training sessions offered by Ferros and the Guardian Hunters have become very popular in these tumultuous times.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Weekly_News&diff=2604Weekly News2020-12-15T10:02:32Z<p>Bink: /* Week 2 */</p>
<hr />
<div>Archived weekly news from around Clare.<br />
<br />
==Week 1==<br />
The top news in the city this week is definitely of a large green creature with horns calling itself “Grettid” bursting out of the task force headquarters and bulldozing a small trail to the outskirts of the city. There is quite a bit of concern among citizens about what’s going on inside the task force lab, but those concerns are somewhat assuaged by the later news that an expedition of task force agents tracked down and defeated the creature in the foothills of the Fulcrum Mountains, and that there were no serious injuries as a result of the incident.<br />
<br />
The other big news is of rare appearances by non-human creatures in the city that match some of the legends of elementals from before the Sealing. Humanoid creatures dressed in blue with a marking on the forehead, some with pointed ears, and red creatures that alarmingly match the “demons” of Maddonite teachings. The Maddonite Church quickly published pamphlets urging citizens to reject and avoid interacting with these red beings.<br />
<br />
Later in the week further news comes from the foothills of oversized mutated animals roaming the area, and increased bandit activity, though the reason for these things isn’t known.<br />
<br />
==Week 2==<br />
The main news this week isn’t as widespread, but a short communique is distributed among task force agents by the Council to keep everyone up to date with some recent events.<br />
<br />
Attention All Agents:<br><br />
The previous task force, aka the 23rd Paranormal, strode into the task force HQ, summoned an unidentified Order elemental and walked out again with little resistance. News was then delivered that the 23rd have gone to ground in order to prepare for something big in the next week. Be alert for any indication what that might be.<br><br />
- Representative Arturo<br />
<br />
In other news, a powerful Destruction elemental calling itself Drenth has been sighted stalking the streets of Clare. The origin of this elemental and its aims are both unclear, but it has seriously injured several citizens. What is known however is that this elemental did *not* originate at the task force headquarters like the previous rogue elemental, Grettid.<br />
<br />
Finally, House de Lumiere is reporting it is near success with experiments grafting elemental material in to humans to grant them new abilities. This news has been met with some concern by regular citizens, given the mistrust in many circles of the elementally touched.<br />
<br />
==Week 3==<br />
The Watch has published some information about the elemental Drenth, that apparently it invariably announces its presence by whistling. Armed with this news citizens have been better able to avoid the elemental and its appearances have drastically lowered, but many are now jumping at every whistle of the wind. The more pessimistic say that fostering an atmosphere of fear and paranoia is giving the elemental exactly what it wants.<br />
<br />
Other elemental-related news is that a short compendium of elemental names has been published, noting some as safe or unsafe to summon. One named Fantasia has been declared safe(r) to summon, while Grettid and Drenth have (unsurprisingly given their history) been declared unsafe. In any case, advice to all would-be summoners has been given to use a warded circle, one of which apparently exists in the task force lab.<br />
<br />
A rumour spreads of bodies being dragged out of the task force lab last Friday and dumped in ditches in nearby streets. A short Watch investigation however concluded that all of them were known or heavily suspected of banditry in the local area. Some citizens have raised concerns about the task force agents dispensing summary justice instead of summoning a magistrate, but Council representatives published a short statement that enforcing security within the lab during meetings is absolutely within the task force’s remit and that they have the Council’s full support.<br />
<br />
House de Lumiere publicly apologised for the violence perpetrated by some of their late stage grafting test subjects that escaped last week and have requested assistance apprehending them. Questions have been raised as to what the heck is going on with the Lumiere grafting program, but Lumiere have been tight-lipped in response.<br />
<br />
Finally, joining the few blue humanoids and red demons wandering the city, some green and white lesser elementals have been seen. The green appear to be very interested in human activity, while the white have so far only been seen observing silently.<br />
<br />
==Week 4==<br />
The news this week is mostly about the task force itself!<br />
<br />
After investigation in to the summoning of the elemental Drenth, the task force has made its first “arrest”, turning a local Supremist activist in to the Watch for the deliberate summoning of a dangerous elemental and attempting to frame a local Deirdrist group for it. This has sparked off a bit of a legal discussion over what exactly he’s guilty of though.<br />
<br />
More sensationally, the task force mounted several armed raids on two buildings in the city, one supposedly abandoned warehouse that apparently contained a shadowy outlaw group called the "23rd Paranormal", and the second an active Asura Cabal research facility. After apparently causing much violence in both buildings, the small group of agents exited the Asura facility and were immediately arrested by the Watch. They were then quickly released again after confirming they were on official business. Asura Cabal have stated they are waiting to make a statement on the subject until after following up with the task force agents this Friday.<br />
<br />
In other news House de Lumiere have apparently recovered their test subjects, partly with the assistance of task force agents. Reports are that the test subjects had signed contracts agreeing to a period of experimentation. Such arrangements are not unheard of in Venucci, but those who identify more with Enclave culture are decidedly unhappy with what they see as exploitation of those down on their luck.<br />
<br />
Insiders are saying that House Gabrielli have been more active recently and seem to be gaining influence in the city, for reasons unknown. Rumour has it smuggling operations have expanded and businesses in more quarters of the city are being approached for “protection” payments. The Watch are none-too-pleased at these developments, and House Avanti are said to be minorly concerned that the reduction in trade taxes will start hitting their bottom line if the trend continues, but the impact on regular citizens has been minimal.<br />
<br />
==Week 5==<br />
Two big pieces of legal news this week. The first is the news of the vigilante justice delivered in the task force headquarters to the local Supremist personality Sven. He admitted summoning the elemental Drenth who’s been terrorising the city, in order to discredit the city’s Deirdrists. In the absence of any laws to convict him, he was taken to the task force headquarters by persons unknown (with Watch insider involvement suspected) and was summarily executed for his deeds by task force agents. The Watch have expressed their disappointment with the agents’ unwillingness to work within the law, but it seems unlikely that many in the city will be shedding any tears over the death of this particular individual.<br />
<br />
The second news is that immediately after this, Magistrates visited the task force headquarters and consulted agents, as the foremost experts on elementals and summoning in the city, on new laws to be passed to deal with reckless and criminal summoners. The decision, made with wide support, was that summoners are responsible for any crimes committed by elementals they summon. This new law has been put on the books effective immediately. Legal pundits have been quick to point out this doesn’t directly affect the task force agents that coined the law, since they’re immune to prosecution, but it will likely still shape public opinion should any elementals summoned by the task force escape and cause trouble.<br />
<br />
On the subject of Drenth, details are sparse but rumour has it the task force are gearing up to deal with the elemental, though how is a mystery to regular citizens.<br />
<br />
Finally, Asura Cabal have released a statement thanking the task force for their intervention last week. “Rogue forces opposed to the Council and city had infiltrated our facility, and we invited the task force to assist us clearing them out. They did so with skill, professionalism and, we trust, discretion.”<br />
<br />
==Week 6==<br />
The big news in Clare is that Drenth is dead! Or, well, discorporated? Whatever, it’s gone, and rumour has it some experimental thaumaturgy was done to make sure it can’t come back, though details are scarce. The name Brand Alyson is being spoken as the main architect of Drenth's demise, though he had assistance from others in the task force.<br />
<br />
The other big news is that House de Lumiere published a statement damning Asura Cabal for losing control of one of its research facilities to a rogue group called the “23rd Paranormal” and nearly causing catastrophe. Contradicting Asura’s version of events that the Clare task force was invited to the facility to regain control. Lumiere have stated that Asura were completely duped, and the task force in fact prevented disaster *despite* their efforts, rather than with their assistance. The statement is met with some scepticism given the source, but some Watch members have corroborated several parts of the story, lending it a lot of credence.<br />
<br />
A group calling itself the “Order of the Balanced Blade” has rather abruptly sprung into existence. They claim they are tired of the task force flouting the law and that if the Watch are prevented from holding them to account, the Balanced Blade will…<br />
<br />
In less urgent news, there has been disruption to trade caravans in and out of Clare. This has had the immediate effect of making rare goods harder to find in the city. It has also had knock-on effects on the already beleaguered House Avanti, who are now reported as having serious income problems due to this and continued pressure from House Gabrielli on their economic interests.<br />
<br />
==Week 7==<br />
The source of the recent trade disruptions has been tracked down to a nearby group of Destruction Deirdrists, who were apparently kidnapping traders from caravans to “subject them to adversity to make them better” in, apparently, a small wooden, but otherwise fully functional, Colosseum…<br />
An investigation by the Clare task force in to the goings-on, precipitated by rumours of elementally-mutated animals, led to them shutting down the operation apparently very emphatically. Some local Deirdrists have described their actions as “heavy-handed” , stressing that those running the colosseum had made sure no one suffered permanent injuries, but most citizens are unsympathetic and enjoying the resurgence of trade.<br />
<br />
The task force is also rumoured to have undertaken a successful expedition to some local ruins. The same ruins they went to in their first official outing 6 weeks ago in fact. Apparently there were setbacks, but the expedition made the area safe and excavation started in earnest, and several finds are expected to be presented to the representatives who went to the ruins at the next meeting.<br />
<br />
Asura Cabal has suffered a further public relations setback as a slew of testimonies supporting House de Lumiere’s accusations were circulated around Clare. Meanwhile House de Lumiere’s star appears to be rising meteorically, as their alchemy programme is reporting advances in leaps and bounds to match their already quite successful grafting programme.<br />
<br />
In more private news, all agents receive an unofficial communique from representatives of House Gabrielli:<br><br />
Greetings task force agents. Your friends in House Gabrielli would like to ensure that all of you are aware of opportunities we’ve uncovered against the 23rd Paranormal. A combat mission will be available, targeting a 23rd camp that is rumoured to have their martial Captain present. Meanwhile those of a more diplomatic or stealthy disposition have an opportunity to head off a rumoured assassination attempt led by Captain Dermoux. A masked ball may be involved, so you may want to bring appropriate headwear if available.<br />
<br />
==Week 8.1==<br />
Task force agents mounted multiple expeditions to target the officers of the rogue paramilitary unit known as the 23rd Paranormal, foiling an attempt to kill a Ferros Cabal Councillor and killing two Captains of the 23rd in the field. The remaining 23rd Captain Grant then led an all out attack on the task force headquarters with intent to kill all agents. Grant was killed, but rumour has it not without cost among the task force.<br />
<br />
It seems with the demise of all of their top ranking officers the 23rd have been abruptly defeated - without commanders the rest of the unit have become directionless slaves. At the insistence of the Council, the task force was asked to choose a major faction for them to be assigned to, or put them to death. The task force chose to assign the 23rd to House de Lumiere to do with as they please. Councillor Maria de Lumiere is reputedly delighted.<br />
<br />
Things now seem to have quieted down for a while and the factions in Clare are taking some time to consolidate their positions. Rumour has it there may be a shift in the makeup of the Council over the coming weeks to reflect that the balance of power between the factions has shifted dramatically recently.<br />
<br />
Finally, House de Lumiere has published a short compendium of recent scientific advances in the hope of encouraging citizens to embrace the new wonders of alchemy and grafting that are available. Local religious groups have also circulated a list of known elementals, though whether it’s to encourage you to talk to them or avoid them depends who you ask.<br />
<br />
==Week 8.2==<br />
The major news is that after a long closed session the Council have decided to recognise the relatively rapid shifts in power in the city recently, and reapportioned Council seats. House Avanti lost some influence and were reduced to two seats, and in a major upset Asura Cabal lost their only seat, completely ejecting them from the Council. House Gabrielli and House de Lumiere both gained a<br />
seat, the latter undoubtedly rubbing salt in the wound for Asura. This is the first time a group has entirely left the Council since the Maddonite Church lost their seat decades ago, and many in the city are waiting with trepidation to see how this affects the city’s direction and what Asura will do from here.<br />
<br />
Some agents expressed interest in learning of the public perception of the task force’s recent actions. People are fairly indifferent to the task force’s decision to award the remains of the 23rd to House de<br />
Lumiere. The public are still largely in the dark about the nature of the 23rd, but they were described as a rogue group who were a threat to the city so are mildly approving of the task force taking them down. The Council are impressed by the task force’s competence but have decided it is adequately resourced right now so funding shall remain the same.<br />
<br />
==Week 9==<br />
Rumour has it that there was an extended debate in the Council chambers this week to do with a conflict between a religious group called the Witnesses of the End and the Maddonite Church. It appears a resolution was approved by the Council but, unusually, no details have been released what that resolution is. What is clear is that neither the Witnesses of the End nor the Maddonites got what they wanted.<br />
<br />
A new group called the Guardian Hunters of Clare is making a splash in the city. They espouse the benefits of training to hunt and guard against the new threats to the city caused by the "Unsealing". Ferros Cabal are said to approve of the group, and their numbers have swelled comparatively suddenly this week.<br />
<br />
There’s been a lot of chatter among socialites about a certain rising star in the city of the name Stefano de Lumiere. A relatively new member of House de Lumiere, Stefano was apparently a major contributor to their recent meteoric rise, and conversely of Asura Cabal’s recent fall.<br />
<br />
==Week 10==<br />
The law the Council agreed on in principle last week has been written and passed. Inciting a non-human to commit a crime is now itself a crime. Time will tell whether this has the desired effect of curtailing criminal activities involving mutated animals and elementals.<br />
<br />
The arrested bandit leader Gregory has had a stay of execution, the Magistrate citing new eyewitness evidence possibly leading to a lessening of the sentence. The final sentence is set to be decided this Friday.<br />
<br />
The city has been particularly abuzz with rumours this week. The first is that when the Council voted on what to do about the Witnesses of the End, only House de Lumiere was willing to take action, while the other Councillors refused to take a side on the contentious issue. Furthermore, Ferros were particularly quick to change their position to one of abstention. Finally, rumour has it bodies are going missing in the city, but information is otherwise scarce on the issue.<br />
<br />
==Week 11==<br />
The Guardian Hunters of Clare, backed by Ferros Cabal, take up a new and slightly controversial role in the city, inspecting goods shipments and weeding out fake magical baubles. At the same time House Avanti announce a surge in trade with the Republics and Enclaves, resulting in more reagents coming in to the city. The upshot of these things is that white, blue, red and green reagents are now much more plentiful than before and can be bought freely on the open market for 2 Ducatto, with both Ferros and Avanti taking the credit.<br />
<br />
The missing bodies have rather spectacularly turned up, seen shambling around. This is remarkably surprising, but no one’s entirely sure what to do about them. On the bright side they don’t seem to be hurting anyone, or indeed doing anything in particular except poking things and asking very short questions.<br />
<br />
The Watch have announced a large seizure of evidence personally implicating Councillor Salvador Gabrielli in various criminal activities. The evidence was mainly for crimes in which Gabrielli involvement was suspected, but could never be proven until now. The seizure is credited to Watch Captain Adrian, who claimed it was the fruit of a closer partnership between the Watch and Ferros.<br />
<br />
In other crime-related news, a group of chaos deirdrists have been responsible for a recent wave of chaotic activities. Not all of them strictly illegal, but some definitely are. No arrests have yet been made.<br />
<br />
==Week 12==<br />
A quite strong looking red elemental was seen leaving the task force HQ this week, calling itself Kal’ad. When questioned by passers by it would mainly say something along the lines of “It’s goooood to be back!”. It reputedly made a bee line for the Maddonite Church and made a point of obviously sitting outside it waving to people going in and out as a crowd of Maddonites gathered around it preaching about ignoring it and to pay it no heed. And also don’t get too close because it keeps scratching. Can demons have fleas?<br />
<br />
Meanwhile the task force made a statement saying that the recent chaotic activities of some Deirdrists were sanctioned and encouraged by the task force and were done in the interests of Clare.<br />
<br />
All in all the populace are wondering if the task force have taken a pro-Chaos (or pro-Demon as the Maddonites put it) stance.<br />
<br />
In unrelated news House Gabrielli have gone on a charm offensive in response to the recent accusations against Councillor Salvador Gabrielli. They claim they’re as shocked as the rest of Clare at the actions of their Councillor, and that they will categorically prove Salvador’s corruption was the work of an individual and not the House as a whole over the next two weeks.<br />
<br />
==Week 13==<br />
There’s a great deal of dissatisfaction this week with Ferros Cabal. It seems the prospect of them getting a third Council seat has triggered some reactionary feeling among the citizens of Clare, who are suddenly talking about the good old days when Avanti were on top and how Ferros will ruin everything. They note that Avanti are also responsible for the influx of trade goods and reagents recently. Indeed, some are even whispering that Ferros’ closed border policies and militarisation might end up being outright harmful for Clare if they receive another seat.<br />
<br />
Meanwhile, people talk about how Avanti should get that seat instead. Of course, Avanti are capitalising on this string of good will from the people of Clare and issue a statement that for reasons that they think some members of the task force will understand, all members of the task force will be able to benefit from Avanti’s new power in Clare. They are officially justifying this by speaking of how, as the sealing unravels, the task force will require more funding if they are to be properly equipped to deal with it.<br />
<br />
Through the city, people also talk of how the Asura Cabal are somehow involved with the phenomenon of dead bodies rising once more to walk again. Some say that Asura are working with these ‘shamblers’ while others say that they are directly responsible for them. Asura are quietly denying these claims, but, they are not really large enough to have their voice heard anymore. It doesn’t help their case that the shamblers have been witnessed in the streets, performing rituals… or at least trying to. The shamblers have so far failed in every ritual they have attempted according to eye witnesses. That doesn’t mean that people aren’t getting really worried about this phenomenon where corpses walk again and are now attempting thaumaturgy.<br />
<br />
==Week 14==<br />
There are several big news stories this week, all coming rapidly one after another.<br />
<br />
First, in an announcement that shocked few, the Magistrates announced that the evidence collected against Salvador Gabrielli over the last three weeks is incontrovertible, and that furthermore the remainder of House Gabrielli is clearly also implicated in the crimes. Salvador has been relieved of his Council seat and in a unanimous decision of the remaining Council members House Gabrielli have lost the seat entirely. After much negotiation behind closed doors the Council decided to recognise House Avanti’s recent resurgence and were awarded the seat in their place, returning them to three seats, reputedly to Ferros Cabal’s chagrin.<br />
<br />
The second big news is that the task force entered a warehouse in Clare and cleared out a large number of Descending Chain that were using it and recovered a magical artefact of some sort. The Descending Chain were considered by many to be a Bit Weird even by cult standards, so this hasn’t caused much consternation in the city. The Descending Chain have been driven underground by this setback but are reputedly still active.<br />
<br />
The chaos elemental Kal’ad has been wandering around the city unchecked for several weeks now and is developing something of a following. While it’s not known how explicitly he’s espousing the view, it seems his followers are on a rather anarchistic track, questioning whether the structure of Clare is right for them, or even necessary at all.<br />
<br />
It’s not known how much this is related, but the huge news that happens late in the week is that Watch Commander Adrian abruptly quit the Watch and his campaign for a Council seat, declaring the Clare Council corrupt and that it should be replaced by a more representative Republic of Clare. It seems a large number of Watch members may have been swayed to this cause. It’s not known yet what will come of this recent development.<br />
<br />
Meanwhile there’s a comparatively minor but increasing controversy over the effects of recreational alchemicals. Supremists claim they have proof that overuse of alchemicals causes small elemental alterations to the human soul. Adherents of recreational alchemical use scoff at the claims, the Deirdrists among them noting that even if this were the case there’s no evidence this is a *bad* thing to happen to someone.<br />
<br />
==Week 15==<br />
The walking corpses, after several weeks of unsettling the residents of Clare, have finally become to reveal some details of who they are. The bodies have begun waylaying citizens to explain that they have come from somewhere beyond the elemental realm. They explain that they supposedly have a “larger” soul than humans, but have benevolent intentions, offering to protect humanity from elementals. People are strongly divided on whether these statements are true and what it means if they are.<br />
<br />
Meanwhile, the rogue watch members, now calling themselves the “Adrianic Republic” are rumoured to have joined forces with some Chaos Deirdrists and followers of Kal'ad who support their goal of dismantling the Council. Although accusation of treason have been made, besides dereliction of duty involved in leaving the watch, the group has yet to ''do'' anything beyond stating a political opinion.<br />
<br />
In less dramatic news:<br />
<br />
House de Lumiere’s Penal Servitude Test Subject Program is being considered a resounding success. The criminals involved are satisfied with their treatment and with continuing the program. In fact, the program seems to be even more successful than other penal service programs by this measure- traditionally, those involved are, at best, grudgingly accepting of their duties. Not only that, but those in the program say that they will continue to work with House de Lumiere when their sentence is complete. As the House are willing to continue their employment, this suggests a reduction in reoffending rates compared to traditional schemes.<br />
<br />
It seems reagents, of all kinds, are becoming more common allowing them to be purchased for Ducatto for the first time.<br />
<br />
==Week 16==<br />
Shocking news this week is that ex-Watch Commander Adrian, leader of the “Adrianic Republic” movement, was killed - supposedly for sedition - in the Task Force Headquarters by Stefano De Lumiere, a member of the Task Force. This has sparked great upheaval in Clare’s political sphere. Apparently Adrianic Republic spokespeople said this would happen, and are promoting Adrian as a martyr. This has caused a backfire which has led to greatly increased sympathy for their cause and reduced opinion of the Task Force and Council. The event has also reopened debates on whether the Task Force are abusing their above the law status.<br />
<br />
House Lumiere has also had an eventful week- Councillor Maria de Lumiere has received criticism for her inaction on the walking corpses, especially when contrasted with the action taken by Stefano de Lumiere. Members of the House are divided between those who support the previously well-respected and long-standing Councillor and those who support the more proactive new member. The House’s increase in power and influence has stalled due to infighting.<br />
<br />
Perhaps due to this upheaval, there is also discussion of House Gabrielli and how, despite their links to crime, they may be necessary to deal with threats like walking corpses and cults that operate in the shadows.<br />
<br />
Outside of politics, there was also news of a large gathering of Order elementals just outside of the city. Order Deirdrists who attended say the event was the trial and deposing of the elemental Fantasia.<br />
<br />
In international news, some ruins near Bastion, thought to have been called Trier, have been confirmed to be the site of the Sealing and declared safe to visit. Tourists and pilgrims have begun visiting the site. Enclave authorities have been slow to move on the news and rumour has it several valuables may have been removed by visitors.<br />
<br />
==Week 17.1==<br />
The small news this week - the favourable reagent deal organised by House Avanti has come to an end after pressure from traders. Apparently vicious rumours about the task force being “bad customers” who “don’t pay their debts” spread among the traders, leading to the move.<br />
<br />
In much bigger news, the task force assaulted a gathering of Supremists, successfully disrupting some working of magic. The number of fatalities was very low compared to other recent task force actions, with most bodies identified by the Watch as the “shambling corpses” rather than citizens.<br />
<br />
Also big news is the presence of many more elementals in the city, including several who could previously only be summoned making appearances seemingly where they like. Some Deirdrists are ecstatic, but others whisper in fear at the idea of another such as Drenth coming into the world, and worse, being able to literally appear and disappear at will.<br />
<br />
The most dramatic news is that of the dreams experienced by the people of Clare, and by all accounts, the entire world. Two dreams are described, the first a dream of Maddon heroically defending the world from creatures of darkness with the help of other mortals and the legendary elemental Jittal.<br />
<br />
The second dream is of the world being laid waste by elementals, until shining beings from beyond the stars come to protect us, their power stopping the elementals in their tracks and saving humanity.<br />
<br />
Maddonites especially are inspired by the first dream. The Maddonite Church of Clare spreads the news that this is a true account discovered by the task force of Clare, and Maddonites over the world have turned to Clare for direction as their beliefs are turned on their head. The Witnesses of the End are particularly fervent converts, putting aside their former beliefs overnight and returning to the Church.<br />
<br />
Those who are inspired by the second dream are quieter. It’s not known how many have been swayed by it, but it seems to have been particularly appealing to Supremists and those who fear elementals.<br />
<br />
The Guardian Hunters, with support from Ferros Cabal, continue to be a presence in the city, steadying the populace slightly. Martial training sessions offered by Ferros and the Guardian Hunters have become very popular in these tumultuous times.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Items&diff=2603Items2020-12-11T11:32:03Z<p>Bink: /* Equipment */</p>
<hr />
<div>==Basic Resources==<br />
The official currency of [[Clare]] is still the Enclave currency of the '''Ducatto'''. A single Ducatto is the basic living allowance of an [[Austral Enclaves|Enclavee]] for a week, so it's a very large unit of currency. As a result, large transactions are undertaken in Ducatto, and small transactions are undertaken in favours, goodwill and hospitality. This constantly baffles visiting [[Venucci]] merchants, who continually pressure the Clare council to reissue the currency - which probably just contributes to their refusal to do so.<br />
<br />
Ducatto are silver alloy, so can be consumed directly to provide power to [[thaumaturgy|rituals]]. They can be used to buy [[Alchemy Ingredients|ingredients]] from the task force stores for use in [[alchemy]] (at 1 Ducatto per {{IngredientsPerDucatto}} ingredients). Basic alchemy ingredients are only ever bought and then used immediately, they're not physrepped and are too unstable to be carried around for future use.<br />
<br />
==Advanced Resources==<br />
There will be resources available beyond Ducatto. These advanced resources can be consumed directly as [[Alchemy Ingredients#Advanced Ingredients|ingredients in alchemy]]. They may also be usable as power in rituals, but likely only for particular uses. Some rituals (particularly improvised ones) may ''only'' be possible with appropriate advanced resources available. These resources will also be required for most [[Elemental Touch#Known Elemental Touches|elemental grafts]].<br />
<br />
==Equipment==<br />
Mundane armour and weapons are readily available in Clare. Your character is able to obtain, by whatever means you deem appropriate, any equipment they can use.<br />
<br />
If you are an [[invoker]] or become one, you will have made or otherwise obtained a [[Invoker#Foci|focus]] for yourself.<br />
<br />
==Alchemicals==<br />
Anyone can use [[Alchemy#Using Alchemicals|alchemicals]]. These are given out as luggage tags, and you should attach them to an appropriate physrep for use.<br />
<br />
==Artefacts==<br />
These are items that have been found since the Sealing began to unravel, some with powerful effects. Not much is known about them, but they appear to be irreplicable.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=World_History&diff=2602World History2020-12-11T11:12:26Z<p>Bink: </p>
<hr />
<div><noinclude><br />
==Ancient History==<br />
</noinclude>Legend has it that a thousand years ago, the world was a very different and darker place. Magic was a powerful force and mages ruled from twisted fortresses, aided by pacts with dark powers, while inhuman and monstrous magical beings known as “[[elemental]]s” walked the world, terrorising humanity.<br />
<br />
A group of adventurers changed the world and ended this tyranny by performing an epic feat known as the Sealing, largely cutting off the mortal realm from the elemental. Magic greatly faded, and science grew to fill the gap. As the new world was built, the world before became obscured in myth.<br />
<noinclude><br />
==Recorded History==<br />
After the Sealing, humanity built a new world. Nations rose and fell as they usually do. The world surrounding [[Clare]] has coalesced in to two great powers - the [[Venucci Republics]] and [[Austral Enclaves]].<br />
<br />
{{:Clare/History}}<br />
<br />
==Recent Events==<br />
</noinclude><br />
In the last few months, strange things have been happening. [[Thaumaturgy]] and [[alchemy]] have started misfiring in spectacular ways. Strange lights have been seen in forests, and odd creatures have been spotted in isolated locations. It seems that the Sealing is weakening and magic is getting stronger again.<noinclude><br />
<br />
{{:Task Force}}<br />
<br />
Events since the founding of the task force can be found [[Weekly News|here]].<br />
</noinclude></div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=World_History&diff=2601World History2020-12-11T11:11:55Z<p>Bink: /* Ancient History */</p>
<hr />
<div><noinclude><br />
==Ancient History==<br />
</noinclude>Legend has it that a thousand years ago, the world was a very different and darker place. Magic was a powerful force and mages ruled from twisted fortresses, aided by pacts with dark powers, while inhuman and monstrous magical beings known as “[[elemental]]s” walked the world, terrorising humanity.<br />
<br />
A group of adventurers changed the world and ended this tyranny by performing an epic feat known as the Sealing, largely cutting off the mortal realm from the elemental. Magic greatly faded, and science grew to fill the gap. As the new world was built, the world before became obscured in myth.<br />
<noinclude><br />
<br />
==Recorded History==<br />
After the Sealing, humanity built a new world. Nations rose and fell as they usually do. The world surrounding [[Clare]] has coalesced in to two great powers - the [[Venucci Republics]] and [[Austral Enclaves]].<br />
<br />
{{:Clare/History}}<br />
<br />
==Recent Events==<br />
</noinclude><br />
In the last few months, strange things have been happening. [[Thaumaturgy]] and [[alchemy]] have started misfiring in spectacular ways. Strange lights have been seen in forests, and odd creatures have been spotted in isolated locations. It seems that the Sealing is weakening and magic is getting stronger again.<noinclude><br />
<br />
{{:Task Force}}<br />
<br />
Events since the founding of the task force can be found [[Weekly News|here]].<br />
</noinclude></div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Alchemy&diff=2600Alchemy2020-12-02T11:41:58Z<p>Bink: /* Side Effects */</p>
<hr />
<div>__TOC__<br />
Alchemy is the art of combining alchemically active substances to make potions, oils and other consumables. <br />
<br />
Alchemists quickly realized that they could refine a single ingredient into a preparation with interesting, but quite weak, properties, and alchemically active substances are still initially discovered by doing this. Things got interesting when an enterprising alchemist managed to combine two ingredients, one of Chaos and one of Order to get a much more potent effect of Creation. After some head scratching the alchemist concluded that they somehow managed to access a higher rank effect that didn’t express at the lowest level, and began experimenting, eventually refining the [[#Alchemical Principles|Alchemical Principles]].<br />
<br />
==Using Alchemicals==<br />
Anyone can use most alchemicals with 5 seconds of appropriate roleplay. Some higher rank alchemicals may have no effect when used by someone who isn't an Advanced Alchemist or its creator. Any character with [[Sense Magic]] can detect an alchemical substance on sight, including any food or drink that’s been alchemically treated, but not identify the exact substance.<br />
<br />
The [[Tricks of the Trade]] and [[Skills#Alchemy|Alchemy]] skills give the ability to recognize commonly known alchemicals based on their external characteristics. The Alchemy skill also allows a character to identify unknown alchemicals with appropriate investigative roleplay, destroying the alchemical.<br />
<br />
===Forms of Alchemical===<br />
Alchemicals come in a few forms that can be applied to different targets. The form of an alchemical is clear from inspection, unless it's a disguised poison.<br />
{| class="wikitable"<br />
!Potion<br />
|A container of liquid that's usually drunk. Can only be used on yourself.<br />
<br />
Potions can be embedded in to food or drink with consultation with a ref. Any food or drink that is treated will be lammied, and it will be immediately apparent to anyone with [[Sense Magic]] that it has had an alchemical applied to it.<br />
|-<br />
!Infusion<br />
|A container of gas, or liquid that rapidly vapourises when opened. They are usually breathed in but can also be drunk or embedded in to food or drink like a potion. Can be used on yourself, or on another unresisting character.<br />
|-<br />
!Weapon Oil<br />
|Oil applied to a weapon you're holding. The effect is called on the next strike with the weapon. A weapon oil loses its efficacy if the weapon is sheathed or leaves your possession or at the end of the encounter.<br />
|-<br />
!Poison<br />
|Poisons can take the form of an infusion or potion, and can be embedded in to food or drink like them, or can remain an overt poison (which is used like an infusion).<br />
<br />
If you get someone to use a poison and you are aware of its nature but they are not, the ''side'' effects of the poison apply to you, not them.<br />
|}<br />
<br />
===Side Effects===<br />
Alchemy almost always has side effects. The side effects seem to apply to the administrator of the alchemical, not who it is used on; it seems the act of imposing an effect on the world through alchemy is what causes side effects, rather than any physiological process.<br />
<br />
Alchemical preparations work via elemental manipulation that stresses the body. Using more than one alchemical per encounter will cause overdose. If you use more alchemicals in an encounter than your limit, see a ref to resolve your overdose.<br />
<br />
Frequent overuse of alchemicals will result in more severe overdose effects than usual. Frequent overuse of the same type of alchemical can result in addiction, and eventually a lasting personality change in line with the alchemical’s side effects.<br />
<br />
==Making Alchemicals==<br />
To prepare an alchemical the alchemist decides their ingredients and which ingredient they want to manifest, then puts them together with at least one minute of appropriate roleplay. This will then produce an alchemical according to the [[#Alchemical Principles|alchemical principles]]. [[Alchemy Ingredients|Basic ingredients]] can be bought from the task force stores for {{IngredientsPerDucatto}} ingredients per [[Ducatto]], but any advanced ingredients need to be provided specially. If the effect that would manifest is outside of their skill range, they learn the rank of the effect that would have manifested but the alchemical is too unstable and fizzles away. If the chosen ingredient can’t manifest an effect with that recipe an inert alchemical will be produced.<br />
<br />
If an alchemist is making an alchemical they know, and it’s entirely within their skill level, they can make a batch of alchemicals at the same time and they do not require a ref if the alchemicals are used immediately.<br />
<br />
While only one alchemist is in charge of making the alchemical, others can participate. While they will make no difference to the alchemical made, when creating a new recipe having extra participants may give some extra insight into the ingredients used. How much information depends on how ambitious the recipe is, and how much is already known about the ingredients. Close observation of fallout is especially likely to yield insight; the alchemist can choose to deliberately introduce instability and cause fallout if they wish to take advantage of this.<br />
<br />
Any number of ingredients used beyond the alchemist’s skill level will cause [[fallout]]. Only as much fallout can be caused as the alchemist can safely use ingredients, or the alchemy is cancelled.<br />
<br />
Alchemists can experiment with recipes they’ve never tried before a limited number of times per interactive. When an alchemist makes something for the first time and learns its effect and side effect, they should write down the ingredients, manifested ingredient, effect and side effect (and check with the ref they’ve got it down right) so they can show this if they want to make it again. An alchemist can teach another by letting them copy the recipe.<br />
<br />
In [[downtime]] you can make recipes you’ve made before and are entirely within your skill level. In uptime alchemy requires an appropriate venue (such as the interactive) and will very rarely be available on linears.<br />
<br />
The currently known [[Alchemy Ingredients|alchemy ingredients]] can be used to make several [[Alchemy Recipes|known recipes]].<br />
<br />
==Alchemical Principles==<br />
===Principle of Partial Composition===<br />
Alchemical ingredients contain elements isolated as '''partials'''. Each partial has a rank and element. For a partial to have an effect on the the alchemical it must be '''activated''' by combining a sufficient number of the same element at the same rank. It seems that first rank partials can be activated with a single ingredient while at least two different ingredients of the same element are necessary to activate a second rank partial.<br />
<br />
===Principle of Negation===<br />
An active partial will '''negate''' expression of any amount of same rank partials of the opposite element.<br />
<br />
===Principle of Least Expression===<br />
The lowest rank active partials that are not negated will '''express''' in a preparation. If there are multiple active un-negated partials in that rank, they all express.<br />
<br />
===Principle of Singular Manifestation===<br />
Only one of the expressed ingredients can '''manifest''' in to an effect. The alchemist must choose which ingredient they want to manifest. If the alchemist chooses an ingredient that isn't expressed, an inert alchemical is created.<br />
<br />
==Consuming Souls==<br />
It’s known that souls can be consumed by an alchemical process, but most who have done so haven’t been very forthcoming with their research due to back lash from religious organisations. Rumour has it that a soul’s sentient nature means it is an extremely flexible ingredient that can create almost any alchemical behaviour possible.<br />
<br />
A willing possessor of a soul must be present for the alchemist to draw upon. An alchemist can consume their own soul. Using multiple souls in the creation of a single alchemical appears to suffer diminishing returns on effectiveness. Consuming someone’s soul kills them instantly. Using a soul in an alchemical while manifesting a different ingredient produces an alchemical normally; specifying the soul as the manifested ingredient will produce unpredictable results and will always require a ref.<br />
<br />
== Example 1 ==<br />
Charlie the Alchemist decides that the Igneous Oil recipe is inefficient and wants to improve upon it. Guarana Root and Taste of Success are the only ingredients they know that combine to make a second rank Destruction effect, so starts with them, aiming to manifest the Taste of Success to try to make a TRIPLE weapon oil.<br />
<br />
There are two matching second rank partials, so by the Principle of Partial Composition they activate and could express at the culmination of the preparation to make a second rank Destruction effect. So far so good. However, the Guarana Root and Taste of Success also have first rank partials. Since a first rank partial only needs one ingredient, they both activate as well. The preparation now has three active partials: first rank Chaos, first rank Creation and second rank Destruction. Unfortunately, by the Principle of Least Expression, only the lowest rank active, un-negated partials express. Taste of Success manifests but only at first rank, so they end up with an infusion that causes the user to feel restlessness. Not the desired outcome.<br />
<br />
Charlie needs to eliminate the undesired first rank partials for the second rank partial to express. For this they apply the Principle of Negation to try to eliminate the Creation and Chaos partials in the first rank. Only Halite has a first rank partial of Order, so they try adding that. In this recipe the second rank Destruction, and three first rank partials activate and the second rank Creation does not, because it is second rank and the recipe doesn’t have two ingredients with that partial. The Order and Chaos first rank partials negate each other, leaving only the Creation first rank partial and Destruction second rank partial. The first rank partial expresses. This recipe could manifest the Guarana Root to create a (remarkably inefficient) infusion that causes the user to feel Vitality, except that Charlie wants to manifest Taste of Success, which isn't expressed, meaning an inert alchemical is created.<br />
<br />
Charlie needs to negate the final first rank partial, which is Creation. They know of only one ingredient that has a first rank Destruction partial - Red Phosphorus. They resignedly put in Red Phosphorus, exactly recreating the Igneous Oil recipe. It seems they will need to find more ingredients with different properties if they want to make Igneous Oil more efficiently.<br />
<br />
== Example 2 ==<br />
Eve has managed to obtain some of a new unknown alchemical ingredient and wants to make something out of it. She begins by preparing it by itself, creating an alchemical that causes the imbiber to feel Truthful, indicating that the first rank partial is Order. She then gets some assistants to participate, and tries to find the second rank partial by mixing the ingredient with Halite and Taste of Success, hoping that it has a second rank partial of either Creation or Destruction, and that this will cause it to express. Eve deliberately uses unsafe procedures in the hope that more instability might yield insight to her assistants, and chooses to cause three fallout. The attending ref draws the fallout, calling MASS MAGIC TRIPLE, WIDE EFFECT: Anger and WOUND on an assistant. The first rank partials of Chaos, Order, Order all cancel out, but nothing expresses at the second rank, resulting in an inert alchemical. Unfortunate, but they’ve at least learned by elimination that the second rank partial, assuming it exists, is either Order or Chaos. The ref whispers to an assistant that while getting a face full of magic damage they observed a flash of what appeared to be a second rank Chaos effect, but not enough to express. Eve knows of no other ingredients with second rank Chaos at this time, so she notes this down for later experimentation, then turns to face some (now very angry...) fellow agents who were caught in the fallout...</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Alchemy&diff=2599Alchemy2020-12-02T11:41:41Z<p>Bink: </p>
<hr />
<div>__TOC__<br />
Alchemy is the art of combining alchemically active substances to make potions, oils and other consumables. <br />
<br />
Alchemists quickly realized that they could refine a single ingredient into a preparation with interesting, but quite weak, properties, and alchemically active substances are still initially discovered by doing this. Things got interesting when an enterprising alchemist managed to combine two ingredients, one of Chaos and one of Order to get a much more potent effect of Creation. After some head scratching the alchemist concluded that they somehow managed to access a higher rank effect that didn’t express at the lowest level, and began experimenting, eventually refining the [[#Alchemical Principles|Alchemical Principles]].<br />
<br />
==Using Alchemicals==<br />
Anyone can use most alchemicals with 5 seconds of appropriate roleplay. Some higher rank alchemicals may have no effect when used by someone who isn't an Advanced Alchemist or its creator. Any character with [[Sense Magic]] can detect an alchemical substance on sight, including any food or drink that’s been alchemically treated, but not identify the exact substance.<br />
<br />
The [[Tricks of the Trade]] and [[Skills#Alchemy|Alchemy]] skills give the ability to recognize commonly known alchemicals based on their external characteristics. The Alchemy skill also allows a character to identify unknown alchemicals with appropriate investigative roleplay, destroying the alchemical.<br />
<br />
===Forms of Alchemical===<br />
Alchemicals come in a few forms that can be applied to different targets. The form of an alchemical is clear from inspection, unless it's a disguised poison.<br />
{| class="wikitable"<br />
!Potion<br />
|A container of liquid that's usually drunk. Can only be used on yourself.<br />
<br />
Potions can be embedded in to food or drink with consultation with a ref. Any food or drink that is treated will be lammied, and it will be immediately apparent to anyone with [[Sense Magic]] that it has had an alchemical applied to it.<br />
|-<br />
!Infusion<br />
|A container of gas, or liquid that rapidly vapourises when opened. They are usually breathed in but can also be drunk or embedded in to food or drink like a potion. Can be used on yourself, or on another unresisting character.<br />
|-<br />
!Weapon Oil<br />
|Oil applied to a weapon you're holding. The effect is called on the next strike with the weapon. A weapon oil loses its efficacy if the weapon is sheathed or leaves your possession or at the end of the encounter.<br />
|-<br />
!Poison<br />
|Poisons can take the form of an infusion or potion, and can be embedded in to food or drink like them, or can remain an overt poison (which is used like an infusion).<br />
<br />
If you get someone to use a poison and you are aware of its nature but they are not, the ''side'' effects of the poison apply to you, not them.<br />
|}<br />
<br />
==Side Effects==<br />
Alchemy almost always has side effects. The side effects seem to apply to the administrator of the alchemical, not who it is used on; it seems the act of imposing an effect on the world through alchemy is what causes side effects, rather than any physiological process.<br />
<br />
Alchemical preparations work via elemental manipulation that stresses the body. Using more than one alchemical per encounter will cause overdose. If you use more alchemicals in an encounter than your limit, see a ref to resolve your overdose.<br />
<br />
Frequent overuse of alchemicals will result in more severe overdose effects than usual. Frequent overuse of the same type of alchemical can result in addiction, and eventually a lasting personality change in line with the alchemical’s side effects.<br />
<br />
==Making Alchemicals==<br />
To prepare an alchemical the alchemist decides their ingredients and which ingredient they want to manifest, then puts them together with at least one minute of appropriate roleplay. This will then produce an alchemical according to the [[#Alchemical Principles|alchemical principles]]. [[Alchemy Ingredients|Basic ingredients]] can be bought from the task force stores for {{IngredientsPerDucatto}} ingredients per [[Ducatto]], but any advanced ingredients need to be provided specially. If the effect that would manifest is outside of their skill range, they learn the rank of the effect that would have manifested but the alchemical is too unstable and fizzles away. If the chosen ingredient can’t manifest an effect with that recipe an inert alchemical will be produced.<br />
<br />
If an alchemist is making an alchemical they know, and it’s entirely within their skill level, they can make a batch of alchemicals at the same time and they do not require a ref if the alchemicals are used immediately.<br />
<br />
While only one alchemist is in charge of making the alchemical, others can participate. While they will make no difference to the alchemical made, when creating a new recipe having extra participants may give some extra insight into the ingredients used. How much information depends on how ambitious the recipe is, and how much is already known about the ingredients. Close observation of fallout is especially likely to yield insight; the alchemist can choose to deliberately introduce instability and cause fallout if they wish to take advantage of this.<br />
<br />
Any number of ingredients used beyond the alchemist’s skill level will cause [[fallout]]. Only as much fallout can be caused as the alchemist can safely use ingredients, or the alchemy is cancelled.<br />
<br />
Alchemists can experiment with recipes they’ve never tried before a limited number of times per interactive. When an alchemist makes something for the first time and learns its effect and side effect, they should write down the ingredients, manifested ingredient, effect and side effect (and check with the ref they’ve got it down right) so they can show this if they want to make it again. An alchemist can teach another by letting them copy the recipe.<br />
<br />
In [[downtime]] you can make recipes you’ve made before and are entirely within your skill level. In uptime alchemy requires an appropriate venue (such as the interactive) and will very rarely be available on linears.<br />
<br />
The currently known [[Alchemy Ingredients|alchemy ingredients]] can be used to make several [[Alchemy Recipes|known recipes]].<br />
<br />
==Alchemical Principles==<br />
===Principle of Partial Composition===<br />
Alchemical ingredients contain elements isolated as '''partials'''. Each partial has a rank and element. For a partial to have an effect on the the alchemical it must be '''activated''' by combining a sufficient number of the same element at the same rank. It seems that first rank partials can be activated with a single ingredient while at least two different ingredients of the same element are necessary to activate a second rank partial.<br />
<br />
===Principle of Negation===<br />
An active partial will '''negate''' expression of any amount of same rank partials of the opposite element.<br />
<br />
===Principle of Least Expression===<br />
The lowest rank active partials that are not negated will '''express''' in a preparation. If there are multiple active un-negated partials in that rank, they all express.<br />
<br />
===Principle of Singular Manifestation===<br />
Only one of the expressed ingredients can '''manifest''' in to an effect. The alchemist must choose which ingredient they want to manifest. If the alchemist chooses an ingredient that isn't expressed, an inert alchemical is created.<br />
<br />
==Consuming Souls==<br />
It’s known that souls can be consumed by an alchemical process, but most who have done so haven’t been very forthcoming with their research due to back lash from religious organisations. Rumour has it that a soul’s sentient nature means it is an extremely flexible ingredient that can create almost any alchemical behaviour possible.<br />
<br />
A willing possessor of a soul must be present for the alchemist to draw upon. An alchemist can consume their own soul. Using multiple souls in the creation of a single alchemical appears to suffer diminishing returns on effectiveness. Consuming someone’s soul kills them instantly. Using a soul in an alchemical while manifesting a different ingredient produces an alchemical normally; specifying the soul as the manifested ingredient will produce unpredictable results and will always require a ref.<br />
<br />
== Example 1 ==<br />
Charlie the Alchemist decides that the Igneous Oil recipe is inefficient and wants to improve upon it. Guarana Root and Taste of Success are the only ingredients they know that combine to make a second rank Destruction effect, so starts with them, aiming to manifest the Taste of Success to try to make a TRIPLE weapon oil.<br />
<br />
There are two matching second rank partials, so by the Principle of Partial Composition they activate and could express at the culmination of the preparation to make a second rank Destruction effect. So far so good. However, the Guarana Root and Taste of Success also have first rank partials. Since a first rank partial only needs one ingredient, they both activate as well. The preparation now has three active partials: first rank Chaos, first rank Creation and second rank Destruction. Unfortunately, by the Principle of Least Expression, only the lowest rank active, un-negated partials express. Taste of Success manifests but only at first rank, so they end up with an infusion that causes the user to feel restlessness. Not the desired outcome.<br />
<br />
Charlie needs to eliminate the undesired first rank partials for the second rank partial to express. For this they apply the Principle of Negation to try to eliminate the Creation and Chaos partials in the first rank. Only Halite has a first rank partial of Order, so they try adding that. In this recipe the second rank Destruction, and three first rank partials activate and the second rank Creation does not, because it is second rank and the recipe doesn’t have two ingredients with that partial. The Order and Chaos first rank partials negate each other, leaving only the Creation first rank partial and Destruction second rank partial. The first rank partial expresses. This recipe could manifest the Guarana Root to create a (remarkably inefficient) infusion that causes the user to feel Vitality, except that Charlie wants to manifest Taste of Success, which isn't expressed, meaning an inert alchemical is created.<br />
<br />
Charlie needs to negate the final first rank partial, which is Creation. They know of only one ingredient that has a first rank Destruction partial - Red Phosphorus. They resignedly put in Red Phosphorus, exactly recreating the Igneous Oil recipe. It seems they will need to find more ingredients with different properties if they want to make Igneous Oil more efficiently.<br />
<br />
== Example 2 ==<br />
Eve has managed to obtain some of a new unknown alchemical ingredient and wants to make something out of it. She begins by preparing it by itself, creating an alchemical that causes the imbiber to feel Truthful, indicating that the first rank partial is Order. She then gets some assistants to participate, and tries to find the second rank partial by mixing the ingredient with Halite and Taste of Success, hoping that it has a second rank partial of either Creation or Destruction, and that this will cause it to express. Eve deliberately uses unsafe procedures in the hope that more instability might yield insight to her assistants, and chooses to cause three fallout. The attending ref draws the fallout, calling MASS MAGIC TRIPLE, WIDE EFFECT: Anger and WOUND on an assistant. The first rank partials of Chaos, Order, Order all cancel out, but nothing expresses at the second rank, resulting in an inert alchemical. Unfortunate, but they’ve at least learned by elimination that the second rank partial, assuming it exists, is either Order or Chaos. The ref whispers to an assistant that while getting a face full of magic damage they observed a flash of what appeared to be a second rank Chaos effect, but not enough to express. Eve knows of no other ingredients with second rank Chaos at this time, so she notes this down for later experimentation, then turns to face some (now very angry...) fellow agents who were caught in the fallout...</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2598Quickstart Rules2020-11-24T16:40:25Z<p>Bink: /* Non-combat and non-contact */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
<div id="Non-contact"></div><br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a procedure for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Rules&diff=2597Rules2020-11-24T16:39:18Z<p>Bink: Changed redirect target from Calls and Combat to Quickstart Rules</p>
<hr />
<div>#redirect [[Quickstart Rules]]</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Rules&diff=2596Rules2020-11-24T16:38:59Z<p>Bink: Redirected page to Calls and Combat</p>
<hr />
<div>#redirect [[Calls and Combat]]</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Refs&diff=2595Refs2020-10-13T11:39:57Z<p>Bink: /* Keepers */</p>
<hr />
<div>The refs for this year are:<br />
* Jon Cooper (Head Ref)<br />
* Raven Howard<br />
* Andrew Darby<br />
The refs can be reached outside of events by emailing [mailto:larp-refs@srcf.net larp-refs@srcf.net].<br />
<br />
If you'd like to submit feedback anonymously, you can do so [https://docs.google.com/forms/d/e/1FAIpQLSfS7ZDGECroHOKXRZYmxYl6UqC9FroefYPnrlsTajY2miCaXw/viewform here].<br />
<br />
==Keepers==<br />
Refs in Obscura most commonly exist in character as beings known as "Keepers". The existence of Keepers is not known in-universe at the start of the campaign. Keepers can be recognised by distinctive off-white robes, or a white tag.<br />
<br />
Keepers can't make or receive calls in character. If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification. <br />
<br />
Keepers can't knowingly lie or mislead, and won't deliberately tell any of your secrets to other players or NPCs. You should feel as confident having a conversation in character with a Keeper as you would out of character with a ref. Note though that a conversation you have with a Keeper can be overheard by others in character.<br />
<br />
Keepers understand magic and science intuitively, but are bad at talking about the subject in an abstract sense, so you can ask them “how could I do this?” or "could this work?" and probably get an answer, but if you try to engage them in a general discussion of metaphysics they’ll probably have trouble giving you any insight you don’t already have.<br />
<br />
Keepers can be targeted by rituals and experiments, but can't be ''affected'' by such things, however you ''may'' be able to gain information from experiments and divination on Keepers.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=World_History&diff=2594World History2020-10-12T11:52:38Z<p>Bink: </p>
<hr />
<div><noinclude><br />
==Ancient History==<br />
</noinclude>Legend has it that a thousand years ago, the world was a very different and darker place. Magic was a powerful force and powerful mages ruled from twisted fortresses, aided by pacts with dark powers, while inhuman and monstrous magical beings known as “[[elemental]]s” walked the world, terrorising humanity.<br />
<br />
A group of adventurers changed the world and ended this tyranny by performing an epic feat known as the Sealing, largely cutting off the mortal realm from the elemental. Magic greatly faded, and science grew to fill the gap. As the new world was built, the world before became obscured in myth.<br />
<noinclude><br />
==Recorded History==<br />
After the Sealing, humanity built a new world. Nations rose and fell as they usually do. The world surrounding [[Clare]] has coalesced in to two great powers - the [[Venucci Republics]] and [[Austral Enclaves]].<br />
<br />
{{:Clare/History}}<br />
<br />
==Recent Events==<br />
</noinclude><br />
In the last few months, strange things have been happening. [[Thaumaturgy]] and [[alchemy]] have started misfiring in spectacular ways. Strange lights have been seen in forests, and odd creatures have been spotted in isolated locations. It seems that the Sealing is weakening and magic is getting stronger again.<noinclude><br />
<br />
{{:Task Force}}<br />
<br />
Events since the founding of the task force can be found [[Weekly News|here]].<br />
</noinclude></div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Elemental_Touch&diff=2593Elemental Touch2020-10-12T11:07:36Z<p>Bink: /* Known Elemental Touches */</p>
<hr />
<div>Elemental Touch is currently very rare, but seems to be on the increase since the recent troubles. Humans can be touched by the elements, changing their appearance and behaviour. Up to a few months ago this was limited to relatively sparse elemental markings, but some have now been seen with more extensive Touches, occasionally even giving them unusual abilities. People with elemental touches are looked upon with suspicion by many people and in some cases disgust.<br />
<br />
It’s known that becoming elementally touched is possible through major magical or alchemical mishaps. Recently some experimentation has been done with deliberate surgical grafts of elementally active material, but such material has only become available in the last few months so is a very new field. Legend has it effects similar to this were also sometimes exhibited by those who had made pacts with [[elemental]]s, adding to the suspicion over people exhibiting them.<br />
<br />
* PCs can start untouched or with one Brush With Element only.<br />
* Basic grafts are an accessible way to get a chosen basic elemental touch.<br />
* Elemental touches with a combat benefit will typically take a mortal wound slot.<br />
* Random elemental touches may happen as a result of contact with large magic and alchemy effects, but only with the player’s OC agreement.<br />
* Basic elemental touches grant predictable benefits for predictable drawbacks.<br />
* Advanced grafts and pacts with elementals are ways to get more powerful elemental touches, which will have a dramatic effect on the character. The more powerful the elemental touch the more dramatic the appearance change should be.<br />
* You cannot have the same elemental touch twice, with a few exceptions (such as Brush With Element).<br />
<br />
Elemental touches have strong roleplaying effects and will affect how NPCs interact with the person, particularly elementals. They may also have mechanical advantages and disadvantages. Becoming elementally touched can never happen without the player’s OC consent. Once touched by an element it can’t easily be removed (though it is possible), but a change within the same element is fine (and a way to alleviate OC issues with a physrep). It is possible to become elementally touched from two non-opposing elements. Becoming elementally touched by opposing elements is probably a terrible idea.<br />
<br />
Basic elemental touches will have a preset type of physrep required. Advanced elemental touches can be more custom, and there is scope for red, green, blue and grey/white face markings, fey features, iconic animal features, demonic features and undead features.<br />
<br />
==Known Elemental Touches==<br />
{| class="wikitable"<br />
!Name<br />
!Element<br />
!Resources to graft<br />
!Physrep<br />
!Mechanical Effect<br />
!Roleplaying Effect<br />
|-<br />
!Brush With Element<br />
|Any<br />
|One of any reagent<br />
|Sparse<sup>[[FAQ#brush|FAQ]]</sup> face markings of your elemental colour.<br />
|None.<br />
<br />
Special: May be gained once per element.<br />
|RP effects of your choice in line with your element.<br />
|-<br />
!rowspan=4 | Third Eye<br />
|Chaos<br />
|Two red reagents<br />
|rowspan=4 | An extra eye in the colour of your element.<br />
|You can control an extra power when leading Chaos [[Thaumaturgy|rituals]]<br />
<br />
You cannot lead or participate in Order rituals<br />
|rowspan=4 | You want to find things out, particularly anything to do with your element.<br />
|-<br />
|Order<br />
|Two blue reagents<br />
|You can control an extra power when leading Order [[Thaumaturgy|rituals]]<br />
<br />
You cannot lead or participate in Chaos rituals<br />
|-<br />
|Creation<br />
|Two green reagents<br />
|You can control an extra power when leading Creation [[Thaumaturgy|rituals]]<br />
<br />
You cannot lead or participate in Destruction rituals<br />
|-<br />
|Destruction<br />
|Two black reagents<br />
|You can control an extra power when leading Destruction [[Thaumaturgy|rituals]]<br />
<br />
You cannot lead or participate in Creation rituals<br />
|-<br />
!Horns<br />
|Creation<br />
|Two green reagents<br />
|Horns<br />
|Once per encounter you can call [[STUN]] with a melee weapon.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|Aggressive towards strangers.<br />
|-<br />
!Small Claws<br />
|rowspan=2 | Creation<br />
|rowspan=2 | Two green reagents<br />
|Claws on one hand up to 24 inches.<br />
|Twice per encounter you can strike for TRIPLE with a melee weapon. You cannot wield anything in that hand. You can use the claws as a weapon but cannot parry with them, but need Melee Training to use them with another weapon.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|rowspan=2 | You are inclined to use your resources selfishly.<br />
|-<br />
!Large Claws<br />
|Claws on one hand up to 42 inches<br />
|Once per encounter you can strike for TRIPLE with a melee weapon. You cannot wield anything in that hand. You can use the claws as a weapon and can parry with them, but need Melee Training to use them with another weapon.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|-<br />
!Necrotic Strike<br />
|Destruction<br />
|Two white reagents<br />
|Extensive dark skin or veins on the hand and/or arm.<br />
|Once per encounter you can strike with a melee weapon for [[DOUBLE]] and [[CURE]] 2 yourself.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|You are inclined to believe the ends justify the means.<br />
|-<br />
!Flame Lash<br />
|Chaos<br />
|Unknown<br />
|Extensive red skin or veins on the hand and/or arm.<br />
|Once per encounter you can call [[MASS]] [[MAGIC]] [[TRIPLE]].<br />
<br />
Takes a [[mortal wound]] slot.<br />
|You are quick to anger.<br />
|-<br />
!Beguiling Voice<br />
|Order<br />
|Two blue reagents<br />
|Blue lips<br />
|You may call [[EPIC]] [[EFFECT]] when using the [[Hearts and Minds]] skill.<br />
<br />
If you knowingly tell a lie, take EPIC [[TRIPLE]] [[STUN]].<br />
|You greatly dislike lying.<br />
|-<br />
!Shifting Visage<br />
|Chaos<br />
|Two red reagents<br />
|Extensive red patterns on the face<br />
|Twice per encounter you can call ranged [[STUN]] on people that damage you.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|You are disinclined to be truthful<br />
|-<br />
!Transfixing Gaze<br />
|Order<br />
|Two gold nuggets<br />
|Distinctive contacts or blue markings around the eyes<br />
|Once per encounter you can call [[COMPEL]]: Stand still. While the target complies, you also cannot move.<br />
<br />
Takes a [[mortal wound]] slot.<br />
|You are inclined to obey instructions<br />
|-<br />
!Sunken eyes<br />
|Destruction<br />
|Two black reagents<br />
|Black markings around the eyes<br />
|Gain an additional Hit<br />
<br />
Takes a [[mortal wound]] slot.<br />
|You are inclined to solve problems with violence.<br />
|}</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Alchemy_Ingredients&diff=2592Alchemy Ingredients2020-10-12T10:29:40Z<p>Bink: /* Red Phosphorus */</p>
<hr />
<div>==Basic Ingredients==<br />
These are the [[alchemy]] ingredients that can be bought from the Task Force stores, and what their known partials are.<br />
<br />
Basic ingredients can be bought from the task force stores for 1 Ducatto for {{IngredientsPerDucatto}} ingredients. Basic ingredients spoil quickly once taken out of stores, so they must be used within a short time.<br />
<br />
===Guarana Root Extract===<br />
This brown extract from a twisted gnarly root that grows even in inhospitable regions has long been used as a revitaliser when prepared in a tonic. In certain preparations it could also be used to prepare potent poison. <br />
# '''Creation''': EFFECT: Vitality<br />
# '''Destruction''': CRUSH poison<br />
<br />
===Amanita Extract===<br />
Extract from a spotted red mushroom that is quite toxic when ingested raw. Using proper alchemical preparation it can be turned into a substance that boosts lateral thinking, or a general healing potion when fused with Halite.<br />
# '''Chaos''': EFFECT: Inspiration<br />
# '''Creation''': CURE potion<br />
<br />
===Halite===<br />
Also known as crystals of common salt, it can be used to boost someone’s ambition or in a miraculous healing concoction when fused with amanita.<br />
# '''Order''': EFFECT: Ambition<br />
# '''Creation''': Ranged CURE<br />
<br />
===Purple===<br />
Another early success of alchemy, Purple is a substance of pure colour, too rare to be used as a dye on common basis. Produced by a complex method of leaching from strongly coloured berries, the residuum is pure white as all the colour was extracted. Usually carefully stored in liquid form in the dark. Main purpose is making simple salves that can be used to revive the fallen.<br />
# '''Creation''': CURE while dying<br />
#'''Order''': MASS EFFECT: Ambition<br />
<br />
===Red Phosphorus===<br />
Unstable red powder, to be handled carefully. A simple blade oil can be prepared from red phosphorus, aggravating any damage caused with the weapon.<br />
# '''Destruction''': DOUBLE weapon oil<br />
#'''Chaos''': MASS EFFECT: Curiosity<br />
<br />
===Taste of Success===<br />
One of the early successes of alchemy, this ephemeral ingredient usually manifests as a green liquid. Harvested organically from people who feel very successful using complex sympathetic alchemical procedures, the simple preparation induces feelings of restlessness and the desire to act in the subject. In more complex concoctions it can contribute to a damaging weapon oil.<br />
# '''Chaos''': EFFECT: Restlessness<br />
# '''Destruction''': TRIPLE weapon oil<br />
<br />
==Advanced Ingredients==<br />
These [[Items#Advanced Resources|advanced resources]] cannot be bought from the task force stores and must be found in the world. They are known to have uses other than alchemy, but this details only their alchemical uses.<br />
<br />
===White Reagent===<br />
#'''Chaos''': EFFECT: Curiosity<br />
#'''Order''': [[Invoker|Energy]] potion<br />
<br />
===Red Reagent===<br />
#'''Order''': EFFECT: Loyalty<br />
#'''Chaos''': Ranged MAGIC STUN<br />
<br />
===Blue Reagent===<br />
#'''Destruction''': EFFECT: Vigilance<br />
#'''Creation''': [[Warrior|Stamina]] potion<br />
#'''Chaos''': Quick Wits potion<br />
<br />
===Green Reagent===<br />
#'''Order''': EFFECT: Truthful<br />
#'''Destruction''': WOUND poison<br />
<br />
===Black Reagent===<br />
#'''Order''': EFFECT: Manipulative<br />
#'''Chaos''': MASS MAGIC DOUBLE</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2591Quickstart Rules2020-10-04T13:44:45Z<p>Bink: /* Non-combat and non-contact */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a procedure for other characters to attack a non-contact player, and you should feel free to attack a non-contact player using this procedure if you deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=FAQ&diff=2590FAQ2020-09-29T16:07:34Z<p>Bink: /* How do I poison people? */</p>
<hr />
<div>:''This is a system-specific FAQ. for a more general FAQ about LARPing, click [https://www.camlarp.co.uk/Frequently_Asked_Questions here].<br />
<div id="bargain"></div><br />
====What happens if I break a bargain made with an [[elemental]]?====<br />
Chances are something bad will happen to you. If you believe you've violated a bargain with an elemental, see a ref.<br />
<br />
====Can I define my own [[elemental]]s?====<br />
Not explicitly no, though if you try to summon an elemental with a particular agenda, you may well find that a compatible one answers. This is far more likely to work if you inform the refs of the sort of elemental you're looking for in advance (through downtime minor actions or in person).<br />
<br />
<div id="tpk"></div><br />
====With no bleeding out, what happens if we all go down?====<br />
For starters, everyone will take their [[WOUND]] from being down for longer than 30 seconds. After that there may be further immediate consequences, such as the PCs being looted, having harmful [[EFFECT]]s applied, or have further non-mortal [[wounds]] inflicted upon them. There will almost certainly be knock-on effects on later linear encounters or plot due to the NPCs succeeding at their goal. After that the enemies will leave the encounter (or kick the PCs out), and the party will get back up with a ref-called [[WIDE]] [[CURE]] 1, which should be interpreted as natural recovery.<br />
<br />
It's possible there will be high stakes encounters where a party wipe will mean execution or conversion to [https://www.camlarp.co.uk/Glossary#DPC DPCs]. These cases will be telegraphed beforehand.<br />
<br />
====So is it possible to actually die in this game?====<br />
'''Yes'''. The injury and death system is designed to make character death a result of personal choices, usually several of them, rather than a sudden or random occurrence by bleeding out. Most ways in the game to push yourself beyond normal limits come at a cost in [[mortal wound]]s, increasing your chance of becoming terminal. If you play it safe, your chances of dying are indeed very low, but if you strive for your goals, you will naturally be pushed towards more risky play and higher chance of becoming terminal. Also, should you seriously tick off NPCs or other PCs, they may decide it's worth trying to assassinate you.<br />
<br />
Should you become Terminal, that's not necessarily the end of your character. Making a pact with an [[elemental]] can let you continue playing that character. However, making a pact to come back from terminal will always require a major sacrifice, and will likely involve new restrictions or even completely changed character goals. Some players may decide they don't want to take the offer. The cost may be lessened if you make the pact with an elemental you already have a good relationship with. Should you become terminal a second time, it's highly likely you'll be rendered an NPC unless you have a ''very'' good relationship with a patron.<br />
<br />
====It's basically impossible for me to kill other PCs! What do I do if they're blatantly evil or an obvious foreign agent?====<br />
The guidelines for the [[Task Force|task force]] allow for extensive social and political PvP, and even non-lethal physical PvP as long as you can justify it as "internal security". The game is designed to make the primary forms of conflict between PCs social and political, so it is indeed by design hard to kill other PCs and get away with it, but there are ways.<br />
<br />
The first is to contact the [[Council]] and convince their representative that your target agent is (truly or falsely) working against the interests of Clare. If you're successful, their Council protection may be restricted, or even revoked<sup>[[FAQ#revocation|FAQ]]</sup>. In this case, it will be legal for you to act against them, either immediately, or if they try the same tricks in future. Essentially, by winning at social and political PvP you can open up legal physical PvP as an avenue.<br />
<br />
The second is to report (or frame) them for a serious crime against another agent. This could result in the magistrate sentencing them to death.<br />
<br />
====But even that only makes them [[Terminal]], so they can just make a pact with an elemental and keep going? Or worse, get revenge?!====<br />
A terminal character can indeed make a pact with an elemental to stay in the campaign, but any pact that brings someone back from terminal will involve a dramatic change to their character, and likely new restrictions and character goals. Chances are they'll have other things on their mind (or possibly have a completely different mind...), at least for a good while. In any case your actions will ''definitely'' cause a major change in their character.<br />
<br />
<div id="revocation"></div><br />
<br />
====The Council can revoke my status as an agent? Does that mean I can't play the character any more?====<br />
'''No''', but it does put you at a sizeable disadvantage - you lose your legal protection from other agents, your license to break the law, and potentially some or all of your income. It doesn't, however, bar you from attending interactives or linears, so long as other PCs tolerate you (since you no longer have a legal ''right'' to do those things). It's theoretically possible to renounce your own status as an agent and keep playing, but there's little reason to do so.<br />
<br />
====Can I capture people?====<br />
'''Yes''', but not easily, and you must pay attention to your captive to prevent them escaping. If you incapacitate someone and then distract them sufficiently with interaction they will not recover from their incapacitated state. If you ignore them for long however they may be able to gather their strength and make a run for it. A terminal character can be restrained with appropriate roleplay, preventing them from leaving or performing any actions. You should inform the refs if you intend to take a character captive, and should inform a ref as soon as possible if you spontaneously take a character captive.<br />
<br />
Non-[[Resilience|resilient]] NPCs will be in no fit state to cause trouble after taking one mortal wound, so if after defeating a group you leave them to recover from incapacitation naturally they're unlikely to bother you again with no further action on your part.<br />
<br />
If you have a character captive at the end of a session, the refs will decide what happens. It's not guaranteed you'll be able to keep a character captive for an entire downtime, ''especially'' a character as resourceful as a PC.<br />
<br />
====How do I poison people?====<br />
The only poisons in the setting are alchemicals. All player characters have [[Sense Magic]] so can see that a thing you're offering them is treated with an alchemical, but many NPCs do not, so poisoning most NPCs should just be a case of trying to get them to drink or eat something that appears mundane to them. Poisoning another player character is harder, but remember just because you can see it's an alchemical, that doesn't reveal what alchemical it is, and there are plenty of beneficial alchemicals you can convince them it might be. Recreational use of benign alchemicals is also a fixture of the setting.<br />
<br />
<div id="brush"></div><br />
<br />
====How extensive should my marking be for [[Elemental Touch|Brush With Element]]?====<br />
Your marking(s) should be noticeable, but we'd rather you not go ''too'' overboard on Brush With Element so as to allow more substantial elemental touches to stand out in comparison. For reference, generally less than a Breaking Worlds fey heritage.<br />
<br />
<div id="weaken"></div><br />
====If I [[WEAKEN]] someone can I then attack the tip of their weapon for easy hits?====<br />
'''No''', the attack must be "aimed at their person", so if you don't make a credible attempt to hit ''them'' they don't have to take it.<br />
<br />
<div id="repel"></div><br />
====What does the stuff mean about only moving as fast as you were repelled after a [[REPEL]]?====<br />
In simple terms, come back as fast as you went away. We specify a low minimum speed for REPEL for accessibility reasons, but we'd like you to move as fast as you sensibly can. If you sprint away, you can sprint back. If you walk away you can walk back. What you can't do is walk away and then sprint back.<br />
<br />
====I just got hit by [[EFFECT]] Fear, but I'm very brave! It wouldn't be in character for me to be afraid!====<br />
It's up to you how you respond to roleplaying effects, but they should change your behaviour; you can't just push through them. These effects represent particularly strong influences that require an equally strong effect to counter them, such as a skill or counter effect. If you want to play a character who isn't rattled by anything, take the [[Iron Will]] skill to back up your characterisation.<br />
<br />
====I just got hit with [[EFFECT]] Anger. Do I have to charge around being angry for 5 minutes straight?====<br />
Roleplaying effects will have a strong effect on you immediately and then often recede, to recur at dramatically appropriate times. This means you don't need to roleplay being angry constantly, but should become angry immediately, then, while still under the effect, become angry again at appropriate times.<br />
<br />
<div id="compel"></div><br />
====Is the decision to drop to RESIST a [[COMPEL]] in- or out-of-character?====<br />
'''Either'''. You can heroically resist the compulsion in character, or decide that your brain involuntarily short-circuited. You can also decide the compulsion was too strong and you were unable to resist in character.<br />
<br />
<div id="epic"></div><br />
====Can I RESIST an [[EPIC]] [[COMPEL]] by dropping and taking a WOUND?====<br />
'''Yes'''. Though note you aren't immune to further EPIC COMPELs from the same source, while you are immune to further non-EPIC COMPELs.<br />
<br />
====What do I do if I'm given a [[COMPEL]] or [[EFFECT]] that I'm uncomfortable with out of character?====<br />
If you're given a COMPEL that you're OC uncomfortable with you can always RESIST it, and speak to the refs afterwards if you have concerns. If you're given an EFFECT you're uncomfortable with, see a ref and we'll change it.<br />
<br />
====How deceptive can you be when performing [[Thaumaturgy|rituals]]?====<br />
It must be clear to a close observer that you are doing something magical or ritualistic, but you need not make it clear what kind of magic or ritual that is. Another character with [[Insightful Observer]] can determine the true intent of a ritual by examining it. You can't use other skills while participating in a ritual, so you can't use Insightful Observer on a ritual you're participating in. Explicitly calling upon themes that are dissonant with the effect (such as emphasising strengthening the target, while actually harming them) may have adverse effects.<br />
<br />
====What happens to my Hits when I take off and put on armour?====<br />
You begin each event with your maximum hits in whatever you're wearing. When you lose maximum hits, you lose the same number of hits, to a minimum of 1. When you gain maximum hits, if you're currently on maximum hits you increase to your new maximum hits. If you're not on maximum hits, or your maximum hits was 1, you don't gain hits. Your maximum hits cannot be reduced to less than 1.<br />
<br />
====What do magic and alchemy effects look like?====<br />
Interestingly, no one can agree. When an [[invoker]] unleashes a Destructive Bolt, some see a bolt of lightning, others see a jet of flame, others may see a dark aura decaying armour and flesh. The ''result'' of an elemental effect is universally agreed upon, but ''how'' it happens seems to vary depending on the observer.<br />
<br />
====Will more [[skills]] (such as more powerful combat abilities) be added in the future?====<br />
'''No'''. New formulaic rituals can be developed in play, but otherwise there's no intent to add new skills to the game. It is however possible to gain new abilities through other means, many ideas for which are described on the [[advancement]] page.<br />
<br />
====I see this is an old-timey setting. Can I play a gay or transgender character in it?====<br />
'''Yes'''. Obscura is a fantasy setting, not a historical one, and has a relatively modern view of [[relationships, gender and sexuality]]. Discrimination based on these attributes and most other kinds of historical oppression are forbidden by our [https://www.camlarp.co.uk/Equality_and_diversity out-of-character policies].<br />
<br />
====Discrimination is banned? That seems a bit boring, and what if I ''want'' to play an oppressed character?====<br />
Discrimination based on ''out-of-character'' attributes is banned. Discrimination based on in-character attributes and choices such as nationality, culture, in-character religion and other beliefs is totally fine, and if you want to be oppressed, you can play up some of these to get singled out. If you're Elementally Touched that will get you looked upon with suspicion by many people, at least at the start of the campaign.<br />
<br />
====What calendar is used in [[Clare]]?====<br />
The date in Clare is intended to be the number of years since the [[World History|Sealing]]. The calendar was retroactively calculated several centuries after the Sealing from several sources however, so the date of the Sealing is ''very'' approximate. The date IC is the date OOC with 1000 taken off the year number, so the campaign will take place late 1019 and early 1020.<br />
<br />
====What languages exist in the setting?====<br />
Everyone speaks a common language, physrepped by English. There are no other languages in the setting. Language is not really a theme of this game.<br />
<br />
====Does print exist in the setting?====<br />
'''Yes'''. Printing is less advanced that you might expect for the renaissance period, but it does exist and you can freely produce printed materials. Producing small runs of printed materials to be distributed in uptime is within the means of all player characters, but organising and running a large influence campaign is the domain of the [[Smooth Talker]] skill.<br />
<br />
====How does news travel around? Are there newspapers?====<br />
There are no newspapers. News travels mainly by word of mouth via contact networks, letters to friends and talking in taverns.<br />
<br />
====Can I use the Obscura system myself?====<br />
'''Yes'''. Obscura is [[Obscura:About|licensed]] under CC-BY-SA.<br />
<br />
====Can I run player events in the Obscura universe?====<br />
'''Yes''', though those events will only be canon in the main campaign with the agreement of the main campaign’s refs.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=FAQ&diff=2589FAQ2020-09-29T16:03:51Z<p>Bink: </p>
<hr />
<div>:''This is a system-specific FAQ. for a more general FAQ about LARPing, click [https://www.camlarp.co.uk/Frequently_Asked_Questions here].<br />
<div id="bargain"></div><br />
====What happens if I break a bargain made with an [[elemental]]?====<br />
Chances are something bad will happen to you. If you believe you've violated a bargain with an elemental, see a ref.<br />
<br />
====Can I define my own [[elemental]]s?====<br />
Not explicitly no, though if you try to summon an elemental with a particular agenda, you may well find that a compatible one answers. This is far more likely to work if you inform the refs of the sort of elemental you're looking for in advance (through downtime minor actions or in person).<br />
<br />
<div id="tpk"></div><br />
====With no bleeding out, what happens if we all go down?====<br />
For starters, everyone will take their [[WOUND]] from being down for longer than 30 seconds. After that there may be further immediate consequences, such as the PCs being looted, having harmful [[EFFECT]]s applied, or have further non-mortal [[wounds]] inflicted upon them. There will almost certainly be knock-on effects on later linear encounters or plot due to the NPCs succeeding at their goal. After that the enemies will leave the encounter (or kick the PCs out), and the party will get back up with a ref-called [[WIDE]] [[CURE]] 1, which should be interpreted as natural recovery.<br />
<br />
It's possible there will be high stakes encounters where a party wipe will mean execution or conversion to [https://www.camlarp.co.uk/Glossary#DPC DPCs]. These cases will be telegraphed beforehand.<br />
<br />
====So is it possible to actually die in this game?====<br />
'''Yes'''. The injury and death system is designed to make character death a result of personal choices, usually several of them, rather than a sudden or random occurrence by bleeding out. Most ways in the game to push yourself beyond normal limits come at a cost in [[mortal wound]]s, increasing your chance of becoming terminal. If you play it safe, your chances of dying are indeed very low, but if you strive for your goals, you will naturally be pushed towards more risky play and higher chance of becoming terminal. Also, should you seriously tick off NPCs or other PCs, they may decide it's worth trying to assassinate you.<br />
<br />
Should you become Terminal, that's not necessarily the end of your character. Making a pact with an [[elemental]] can let you continue playing that character. However, making a pact to come back from terminal will always require a major sacrifice, and will likely involve new restrictions or even completely changed character goals. Some players may decide they don't want to take the offer. The cost may be lessened if you make the pact with an elemental you already have a good relationship with. Should you become terminal a second time, it's highly likely you'll be rendered an NPC unless you have a ''very'' good relationship with a patron.<br />
<br />
====It's basically impossible for me to kill other PCs! What do I do if they're blatantly evil or an obvious foreign agent?====<br />
The guidelines for the [[Task Force|task force]] allow for extensive social and political PvP, and even non-lethal physical PvP as long as you can justify it as "internal security". The game is designed to make the primary forms of conflict between PCs social and political, so it is indeed by design hard to kill other PCs and get away with it, but there are ways.<br />
<br />
The first is to contact the [[Council]] and convince their representative that your target agent is (truly or falsely) working against the interests of Clare. If you're successful, their Council protection may be restricted, or even revoked<sup>[[FAQ#revocation|FAQ]]</sup>. In this case, it will be legal for you to act against them, either immediately, or if they try the same tricks in future. Essentially, by winning at social and political PvP you can open up legal physical PvP as an avenue.<br />
<br />
The second is to report (or frame) them for a serious crime against another agent. This could result in the magistrate sentencing them to death.<br />
<br />
====But even that only makes them [[Terminal]], so they can just make a pact with an elemental and keep going? Or worse, get revenge?!====<br />
A terminal character can indeed make a pact with an elemental to stay in the campaign, but any pact that brings someone back from terminal will involve a dramatic change to their character, and likely new restrictions and character goals. Chances are they'll have other things on their mind (or possibly have a completely different mind...), at least for a good while. In any case your actions will ''definitely'' cause a major change in their character.<br />
<br />
<div id="revocation"></div><br />
<br />
====The Council can revoke my status as an agent? Does that mean I can't play the character any more?====<br />
'''No''', but it does put you at a sizeable disadvantage - you lose your legal protection from other agents, your license to break the law, and potentially some or all of your income. It doesn't, however, bar you from attending interactives or linears, so long as other PCs tolerate you (since you no longer have a legal ''right'' to do those things). It's theoretically possible to renounce your own status as an agent and keep playing, but there's little reason to do so.<br />
<br />
====Can I capture people?====<br />
'''Yes''', but not easily, and you must pay attention to your captive to prevent them escaping. If you incapacitate someone and then distract them sufficiently with interaction they will not recover from their incapacitated state. If you ignore them for long however they may be able to gather their strength and make a run for it. A terminal character can be restrained with appropriate roleplay, preventing them from leaving or performing any actions. You should inform the refs if you intend to take a character captive, and should inform a ref as soon as possible if you spontaneously take a character captive.<br />
<br />
Non-[[Resilience|resilient]] NPCs will be in no fit state to cause trouble after taking one mortal wound, so if after defeating a group you leave them to recover from incapacitation naturally they're unlikely to bother you again with no further action on your part.<br />
<br />
If you have a character captive at the end of a session, the refs will decide what happens. It's not guaranteed you'll be able to keep a character captive for an entire downtime, ''especially'' a character as resourceful as a PC.<br />
<br />
====How do I poison people?====<br />
The only poisons in the setting are alchemicals. All player characters have [[Sense Magic]] so can see that a thing you're offering them is treated with an alchemical, but many NPCs do not. Poisoning most NPCs should just be a case of trying to get them to drink or eat something that appears mundane to them. Poisoning another player character is harder, but remember just because you can see it's an alchemical, that doesn't reveal what alchemical it is, and there are plenty of beneficial alchemicals you can convince them it might be. Recreational use of benign alchemicals is also a fixture of the setting.<br />
<br />
<div id="brush"></div><br />
====How extensive should my marking be for [[Elemental Touch|Brush With Element]]?====<br />
Your marking(s) should be noticeable, but we'd rather you not go ''too'' overboard on Brush With Element so as to allow more substantial elemental touches to stand out in comparison. For reference, generally less than a Breaking Worlds fey heritage.<br />
<br />
<div id="weaken"></div><br />
====If I [[WEAKEN]] someone can I then attack the tip of their weapon for easy hits?====<br />
'''No''', the attack must be "aimed at their person", so if you don't make a credible attempt to hit ''them'' they don't have to take it.<br />
<br />
<div id="repel"></div><br />
====What does the stuff mean about only moving as fast as you were repelled after a [[REPEL]]?====<br />
In simple terms, come back as fast as you went away. We specify a low minimum speed for REPEL for accessibility reasons, but we'd like you to move as fast as you sensibly can. If you sprint away, you can sprint back. If you walk away you can walk back. What you can't do is walk away and then sprint back.<br />
<br />
====I just got hit by [[EFFECT]] Fear, but I'm very brave! It wouldn't be in character for me to be afraid!====<br />
It's up to you how you respond to roleplaying effects, but they should change your behaviour; you can't just push through them. These effects represent particularly strong influences that require an equally strong effect to counter them, such as a skill or counter effect. If you want to play a character who isn't rattled by anything, take the [[Iron Will]] skill to back up your characterisation.<br />
<br />
====I just got hit with [[EFFECT]] Anger. Do I have to charge around being angry for 5 minutes straight?====<br />
Roleplaying effects will have a strong effect on you immediately and then often recede, to recur at dramatically appropriate times. This means you don't need to roleplay being angry constantly, but should become angry immediately, then, while still under the effect, become angry again at appropriate times.<br />
<br />
<div id="compel"></div><br />
====Is the decision to drop to RESIST a [[COMPEL]] in- or out-of-character?====<br />
'''Either'''. You can heroically resist the compulsion in character, or decide that your brain involuntarily short-circuited. You can also decide the compulsion was too strong and you were unable to resist in character.<br />
<br />
<div id="epic"></div><br />
====Can I RESIST an [[EPIC]] [[COMPEL]] by dropping and taking a WOUND?====<br />
'''Yes'''. Though note you aren't immune to further EPIC COMPELs from the same source, while you are immune to further non-EPIC COMPELs.<br />
<br />
====What do I do if I'm given a [[COMPEL]] or [[EFFECT]] that I'm uncomfortable with out of character?====<br />
If you're given a COMPEL that you're OC uncomfortable with you can always RESIST it, and speak to the refs afterwards if you have concerns. If you're given an EFFECT you're uncomfortable with, see a ref and we'll change it.<br />
<br />
====How deceptive can you be when performing [[Thaumaturgy|rituals]]?====<br />
It must be clear to a close observer that you are doing something magical or ritualistic, but you need not make it clear what kind of magic or ritual that is. Another character with [[Insightful Observer]] can determine the true intent of a ritual by examining it. You can't use other skills while participating in a ritual, so you can't use Insightful Observer on a ritual you're participating in. Explicitly calling upon themes that are dissonant with the effect (such as emphasising strengthening the target, while actually harming them) may have adverse effects.<br />
<br />
====What happens to my Hits when I take off and put on armour?====<br />
You begin each event with your maximum hits in whatever you're wearing. When you lose maximum hits, you lose the same number of hits, to a minimum of 1. When you gain maximum hits, if you're currently on maximum hits you increase to your new maximum hits. If you're not on maximum hits, or your maximum hits was 1, you don't gain hits. Your maximum hits cannot be reduced to less than 1.<br />
<br />
====What do magic and alchemy effects look like?====<br />
Interestingly, no one can agree. When an [[invoker]] unleashes a Destructive Bolt, some see a bolt of lightning, others see a jet of flame, others may see a dark aura decaying armour and flesh. The ''result'' of an elemental effect is universally agreed upon, but ''how'' it happens seems to vary depending on the observer.<br />
<br />
====Will more [[skills]] (such as more powerful combat abilities) be added in the future?====<br />
'''No'''. New formulaic rituals can be developed in play, but otherwise there's no intent to add new skills to the game. It is however possible to gain new abilities through other means, many ideas for which are described on the [[advancement]] page.<br />
<br />
====I see this is an old-timey setting. Can I play a gay or transgender character in it?====<br />
'''Yes'''. Obscura is a fantasy setting, not a historical one, and has a relatively modern view of [[relationships, gender and sexuality]]. Discrimination based on these attributes and most other kinds of historical oppression are forbidden by our [https://www.camlarp.co.uk/Equality_and_diversity out-of-character policies].<br />
<br />
====Discrimination is banned? That seems a bit boring, and what if I ''want'' to play an oppressed character?====<br />
Discrimination based on ''out-of-character'' attributes is banned. Discrimination based on in-character attributes and choices such as nationality, culture, in-character religion and other beliefs is totally fine, and if you want to be oppressed, you can play up some of these to get singled out. If you're Elementally Touched that will get you looked upon with suspicion by many people, at least at the start of the campaign.<br />
<br />
====What calendar is used in [[Clare]]?====<br />
The date in Clare is intended to be the number of years since the [[World History|Sealing]]. The calendar was retroactively calculated several centuries after the Sealing from several sources however, so the date of the Sealing is ''very'' approximate. The date IC is the date OOC with 1000 taken off the year number, so the campaign will take place late 1019 and early 1020.<br />
<br />
====What languages exist in the setting?====<br />
Everyone speaks a common language, physrepped by English. There are no other languages in the setting. Language is not really a theme of this game.<br />
<br />
====Does print exist in the setting?====<br />
'''Yes'''. Printing is less advanced that you might expect for the renaissance period, but it does exist and you can freely produce printed materials. Producing small runs of printed materials to be distributed in uptime is within the means of all player characters, but organising and running a large influence campaign is the domain of the [[Smooth Talker]] skill.<br />
<br />
====How does news travel around? Are there newspapers?====<br />
There are no newspapers. News travels mainly by word of mouth via contact networks, letters to friends and talking in taverns.<br />
<br />
====Can I use the Obscura system myself?====<br />
'''Yes'''. Obscura is [[Obscura:About|licensed]] under CC-BY-SA.<br />
<br />
====Can I run player events in the Obscura universe?====<br />
'''Yes''', though those events will only be canon in the main campaign with the agreement of the main campaign’s refs.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2588Skills2020-09-15T14:23:50Z<p>Bink: /* Free Skills */</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use [[alchemy#Using Alchemicals|alchemical]]s up to third rank with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken things can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information. You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2587Skills2020-09-15T14:23:06Z<p>Bink: /* Free Skills */</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use rank 1-3 [[alchemy#Using Alchemicals|alchemical]]s with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken things can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information. You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Science&diff=2586Science2020-08-08T19:58:22Z<p>Bink: </p>
<hr />
<div>Science is broadly divided in to two discplines - alchemy and biology. Physical sciences and engineering are comparatively underdeveloped. Dr Frankenstein would be at home here, but steampunk engineers not so much. The science aesthetic in Obscura can be described as "Leonardo da Vinci meets Dr Frankenstein", or "better living through absurd biochemistry".<br />
<br />
==Alchemy==<br />
[[Alchemy]] is the quite involved science of fusing elementally active ingredients together to get interesting properties.<br />
<br />
==Biology==<br />
The main focus of biology is study of the human body. Surgery and medicine is an obvious practical application, and health care in the world of Obscura is very good as a result.<br />
<br />
More extreme applications of the study of the human body are Grafting and Reanimation.<br />
<br />
===Grafting===<br />
It's possible for advanced surgeons to graft elemental material in to the human body, deliberately causing the person to become [[Elemental Touch|elementally touched]]. This will likely take quite a bit of elemental material for all but the simplest grafts, and so far such material has only been found in small amounts at random, limiting the progress made in this field so far.<br />
<br />
Those skilled in Advanced Grafting may be able to come up with personal, experimental grafts based on elemental material or even surgical implantation of alchemical substances. These could be much more powerful, but will likely require regular infusions of material to continue to function, or have other drawbacks.<br />
<br />
===Reanimation===<br />
Biologists have managed to reanimate dead human bodies, in a limited fashion. Attempts to reanimate animal corpses have always failed. There are two proven applications of this discipline.<br />
<br />
The first is the ability to animate a body to speak again as if it were alive. They retain their personality, so you can generally expect them to be exactly as cooperative, or uncooperative, as they were in life.<br />
<br />
The second is the ability to bolster the body of someone who has received [[terminal]] injuries to act normally again. This is not real healing however, so while this can allow them to make the best of the end of their life, it cannot extend it.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Weekly_News&diff=2585Weekly News2020-08-08T10:42:32Z<p>Bink: /* Week 17.1 */</p>
<hr />
<div>Archived weekly news from around Clare.<br />
<br />
==Week 1==<br />
The top news in the city this week is definitely of a large green creature with horns calling itself “Grettid” bursting out of the task force headquarters and bulldozing a small trail to the outskirts of the city. There is quite a bit of concern among citizens about what’s going on inside the task force lab, but those concerns are somewhat assuaged by the later news that an expedition of task force agents tracked down and defeated the creature in the foothills of the Fulcrum Mountains, and that there were no serious injuries as a result of the incident.<br />
<br />
The other big news is of rare appearances by non-human creatures in the city that match some of the legends of elementals from before the Sealing. Humanoid creatures dressed in blue with a marking on the forehead, some with pointed ears, and red creatures that alarmingly match the “demons” of Maddonite teachings. The Maddonite Church quickly published pamphlets urging citizens to reject and avoid interacting with these red beings.<br />
<br />
Later in the week further news comes from the foothills of oversized mutated animals roaming the area, and increased bandit activity, though the reason for these things isn’t known.<br />
<br />
==Week 2==<br />
The main news this week isn’t as widespread, but a short communique is distributed among task force agents by the Council to keep everyone up to date with some recent events.<br />
<br />
Attention All Agents:<br><br />
The previous task force, aka the 23rd Paranormal, strode into the task force HQ, summoned an unidentified Order elemental and walked out again with little resistance. News was then delivered that the 23rd have gone to ground in order to prepare for something big in the next week. Be alert for any indication what that might be.<br><br />
- Representative Arturo<br />
<br />
In other news, a powerful Destruction elemental calling itself Drenth has been sighted stalking the streets of Clare. The origin of this elemental and its aims are both unclear, but it has seriously injured several citizens. What is known however is that this elemental did *not* originate at the task force headquarters like the previous rogue elemental, Grettid.<br />
<br />
Finally, House Lumiere is reporting it is near success with experiments grafting elemental material in to humans to grant them new abilities. This news has been met with some concern by regular citizens, given the mistrust in many circles of the elementally touched.<br />
<br />
==Week 3==<br />
The Watch has published some information about the elemental Drenth, that apparently it invariably announces its presence by whistling. Armed with this news citizens have been better able to avoid the elemental and its appearances have drastically lowered, but many are now jumping at every whistle of the wind. The more pessimistic say that fostering an atmosphere of fear and paranoia is giving the elemental exactly what it wants.<br />
<br />
Other elemental-related news is that a short compendium of elemental names has been published, noting some as safe or unsafe to summon. One named Fantasia has been declared safe(r) to summon, while Grettid and Drenth have (unsurprisingly given their history) been declared unsafe. In any case, advice to all would-be summoners has been given to use a warded circle, one of which apparently exists in the task force lab.<br />
<br />
A rumour spreads of bodies being dragged out of the task force lab last Friday and dumped in ditches in nearby streets. A short Watch investigation however concluded that all of them were known or heavily suspected of banditry in the local area. Some citizens have raised concerns about the task force agents dispensing summary justice instead of summoning a magistrate, but Council representatives published a short statement that enforcing security within the lab during meetings is absolutely within the task force’s remit and that they have the Council’s full support.<br />
<br />
House de Lumiere publicly apologised for the violence perpetrated by some of their late stage grafting test subjects that escaped last week and have requested assistance apprehending them. Questions have been raised as to what the heck is going on with the Lumiere grafting program, but Lumiere have been tight-lipped in response.<br />
<br />
Finally, joining the few blue humanoids and red demons wandering the city, some green and white lesser elementals have been seen. The green appear to be very interested in human activity, while the white have so far only been seen observing silently.<br />
<br />
==Week 4==<br />
The news this week is mostly about the task force itself!<br />
<br />
After investigation in to the summoning of the elemental Drenth, the task force has made its first “arrest”, turning a local Supremist activist in to the Watch for the deliberate summoning of a dangerous elemental and attempting to frame a local Deirdrist group for it. This has sparked off a bit of a legal discussion over what exactly he’s guilty of though.<br />
<br />
More sensationally, the task force mounted several armed raids on two buildings in the city, one supposedly abandoned warehouse that apparently contained a shadowy outlaw group called the "23rd Paranormal", and the second an active Asura Cabal research facility. After apparently causing much violence in both buildings, the small group of agents exited the Asura facility and were immediately arrested by the Watch. They were then quickly released again after confirming they were on official business. Asura Cabal have stated they are waiting to make a statement on the subject until after following up with the task force agents this Friday.<br />
<br />
In other news House de Lumiere have apparently recovered their test subjects, partly with the assistance of task force agents. Reports are that the test subjects had signed contracts agreeing to a period of experimentation. Such arrangements are not unheard of in Venucci, but those who identify more with Enclave culture are decidedly unhappy with what they see as exploitation of those down on their luck.<br />
<br />
Insiders are saying that House Gabrielli have been more active recently and seem to be gaining influence in the city, for reasons unknown. Rumour has it smuggling operations have expanded and businesses in more quarters of the city are being approached for “protection” payments. The Watch are none-too-pleased at these developments, and House Avanti are said to be minorly concerned that the reduction in trade taxes will start hitting their bottom line if the trend continues, but the impact on regular citizens has been minimal.<br />
<br />
==Week 5==<br />
Two big pieces of legal news this week. The first is the news of the vigilante justice delivered in the task force headquarters to the local Supremist personality Sven. He admitted summoning the elemental Drenth who’s been terrorising the city, in order to discredit the city’s Deirdrists. In the absence of any laws to convict him, he was taken to the task force headquarters by persons unknown (with Watch insider involvement suspected) and was summarily executed for his deeds by task force agents. The Watch have expressed their disappointment with the agents’ unwillingness to work within the law, but it seems unlikely that many in the city will be shedding any tears over the death of this particular individual.<br />
<br />
The second news is that immediately after this, Magistrates visited the task force headquarters and consulted agents, as the foremost experts on elementals and summoning in the city, on new laws to be passed to deal with reckless and criminal summoners. The decision, made with wide support, was that summoners are responsible for any crimes committed by elementals they summon. This new law has been put on the books effective immediately. Legal pundits have been quick to point out this doesn’t directly affect the task force agents that coined the law, since they’re immune to prosecution, but it will likely still shape public opinion should any elementals summoned by the task force escape and cause trouble.<br />
<br />
On the subject of Drenth, details are sparse but rumour has it the task force are gearing up to deal with the elemental, though how is a mystery to regular citizens.<br />
<br />
Finally, Asura Cabal have released a statement thanking the task force for their intervention last week. “Rogue forces opposed to the Council and city had infiltrated our facility, and we invited the task force to assist us clearing them out. They did so with skill, professionalism and, we trust, discretion.”<br />
<br />
==Week 6==<br />
The big news in Clare is that Drenth is dead! Or, well, discorporated? Whatever, it’s gone, and rumour has it some experimental thaumaturgy was done to make sure it can’t come back, though details are scarce. The name Brand Alyson is being spoken as the main architect of Drenth's demise, though he had assistance from others in the task force.<br />
<br />
The other big news is that House de Lumiere published a statement damning Asura Cabal for losing control of one of its research facilities to a rogue group called the “23rd Paranormal” and nearly causing catastrophe. Contradicting Asura’s version of events that the Clare task force was invited to the facility to regain control. Lumiere have stated that Asura were completely duped, and the task force in fact prevented disaster *despite* their efforts, rather than with their assistance. The statement is met with some scepticism given the source, but some Watch members have corroborated several parts of the story, lending it a lot of credence.<br />
<br />
A group calling itself the “Order of the Balanced Blade” has rather abruptly sprung into existence. They claim they are tired of the task force flouting the law and that if the Watch are prevented from holding them to account, the Balanced Blade will…<br />
<br />
In less urgent news, there has been disruption to trade caravans in and out of Clare. This has had the immediate effect of making rare goods harder to find in the city. It has also had knock-on effects on the already beleaguered House Avanti, who are now reported as having serious income problems due to this and continued pressure from House Gabrielli on their economic interests.<br />
<br />
==Week 7==<br />
The source of the recent trade disruptions has been tracked down to a nearby group of Destruction Deirdrists, who were apparently kidnapping traders from caravans to “subject them to adversity to make them better” in, apparently, a small wooden, but otherwise fully functional, Colosseum…<br />
An investigation by the Clare task force in to the goings-on, precipitated by rumours of elementally-mutated animals, led to them shutting down the operation apparently very emphatically. Some local Deirdrists have described their actions as “heavy-handed” , stressing that those running the colosseum had made sure no one suffered permanent injuries, but most citizens are unsympathetic and enjoying the resurgence of trade.<br />
<br />
The task force is also rumoured to have undertaken a successful expedition to some local ruins. The same ruins they went to in their first official outing 6 weeks ago in fact. Apparently there were setbacks, but the expedition made the area safe and excavation started in earnest, and several finds are expected to be presented to the representatives who went to the ruins at the next meeting.<br />
<br />
Asura Cabal has suffered a further public relations setback as a slew of testimonies supporting House de Lumiere’s accusations were circulated around Clare. Meanwhile House de Lumiere’s star appears to be rising meteorically, as their alchemy programme is reporting advances in leaps and bounds to match their already quite successful grafting programme.<br />
<br />
In more private news, all agents receive an unofficial communique from representatives of House Gabrielli:<br><br />
Greetings task force agents. Your friends in House Gabrielli would like to ensure that all of you are aware of opportunities we’ve uncovered against the 23rd Paranormal. A combat mission will be available, targeting a 23rd camp that is rumoured to have their martial Captain present. Meanwhile those of a more diplomatic or stealthy disposition have an opportunity to head off a rumoured assassination attempt led by Captain Dermoux. A masked ball may be involved, so you may want to bring appropriate headwear if available.<br />
<br />
==Week 8.1==<br />
Task force agents mounted multiple expeditions to target the officers of the rogue paramilitary unit known as the 23rd Paranormal, foiling an attempt to kill a Ferros Cabal Councillor and killing two Captains of the 23rd in the field. The remaining 23rd Captain Grant then led an all out attack on the task force headquarters with intent to kill all agents. Grant was killed, but rumour has it not without cost among the task force.<br />
<br />
It seems with the demise of all of their top ranking officers the 23rd have been abruptly defeated - without commanders the rest of the unit have become directionless slaves. At the insistence of the Council, the task force was asked to choose a major faction for them to be assigned to, or put them to death. The task force chose to assign the 23rd to House de Lumiere to do with as they please. Councillor Maria de Lumiere is reputedly delighted.<br />
<br />
Things now seem to have quieted down for a while and the factions in Clare are taking some time to consolidate their positions. Rumour has it there may be a shift in the makeup of the Council over the coming weeks to reflect that the balance of power between the factions has shifted dramatically recently.<br />
<br />
Finally, House de Lumiere has published a short compendium of recent scientific advances in the hope of encouraging citizens to embrace the new wonders of alchemy and grafting that are available. Local religious groups have also circulated a list of known elementals, though whether it’s to encourage you to talk to them or avoid them depends who you ask.<br />
<br />
==Week 8.2==<br />
The major news is that after a long closed session the Council have decided to recognise the relatively rapid shifts in power in the city recently, and reapportioned Council seats. House Avanti lost some influence and were reduced to two seats, and in a major upset Asura Cabal lost their only seat, completely ejecting them from the Council. House Gabrielli and House de Lumiere both gained a<br />
seat, the latter undoubtedly rubbing salt in the wound for Asura. This is the first time a group has entirely left the Council since the Maddonite Church lost their seat decades ago, and many in the city are waiting with trepidation to see how this affects the city’s direction and what Asura will do from here.<br />
<br />
Some agents expressed interest in learning of the public perception of the task force’s recent actions. People are fairly indifferent to the task force’s decision to award the remains of the 23rd to House de<br />
Lumiere. The public are still largely in the dark about the nature of the 23rd, but they were described as a rogue group who were a threat to the city so are mildly approving of the task force taking them down. The Council are impressed by the task force’s competence but have decided it is adequately resourced right now so funding shall remain the same.<br />
<br />
==Week 9==<br />
Rumour has it that there was an extended debate in the Council chambers this week to do with a conflict between a religious group called the Witnesses of the End and the Maddonite Church. It appears a resolution was approved by the Council but, unusually, no details have been released what that resolution is. What is clear is that neither the Witnesses of the End nor the Maddonites got what they wanted.<br />
<br />
A new group called the Guardian Hunters of Clare is making a splash in the city. They espouse the benefits of training to hunt and guard against the new threats to the city caused by the "Unsealing". Ferros Cabal are said to approve of the group, and their numbers have swelled comparatively suddenly this week.<br />
<br />
There’s been a lot of chatter among socialites about a certain rising star in the city of the name Stefano de Lumiere. A relatively new member of House de Lumiere, Stefano was apparently a major contributor to their recent meteoric rise, and conversely of Asura Cabal’s recent fall.<br />
<br />
==Week 10==<br />
The law the Council agreed on in principle last week has been written and passed. Inciting a non-human to commit a crime is now itself a crime. Time will tell whether this has the desired effect of curtailing criminal activities involving mutated animals and elementals.<br />
<br />
The arrested bandit leader Gregory has had a stay of execution, the Magistrate citing new eyewitness evidence possibly leading to a lessening of the sentence. The final sentence is set to be decided this Friday.<br />
<br />
The city has been particularly abuzz with rumours this week. The first is that when the Council voted on what to do about the Witnesses of the End, only House de Lumiere was willing to take action, while the other Councillors refused to take a side on the contentious issue. Furthermore, Ferros were particularly quick to change their position to one of abstention. Finally, rumour has it bodies are going missing in the city, but information is otherwise scarce on the issue.<br />
<br />
==Week 11==<br />
The Guardian Hunters of Clare, backed by Ferros Cabal, take up a new and slightly controversial role in the city, inspecting goods shipments and weeding out fake magical baubles. At the same time House Avanti announce a surge in trade with the Republics and Enclaves, resulting in more reagents coming in to the city. The upshot of these things is that white, blue, red and green reagents are now much more plentiful than before and can be bought freely on the open market for 2 Ducatto, with both Ferros and Avanti taking the credit.<br />
<br />
The missing bodies have rather spectacularly turned up, seen shambling around. This is remarkably surprising, but no one’s entirely sure what to do about them. On the bright side they don’t seem to be hurting anyone, or indeed doing anything in particular except poking things and asking very short questions.<br />
<br />
The Watch have announced a large seizure of evidence personally implicating Councillor Salvador Gabrielli in various criminal activities. The evidence was mainly for crimes in which Gabrielli involvement was suspected, but could never be proven until now. The seizure is credited to Watch Captain Adrian, who claimed it was the fruit of a closer partnership between the Watch and Ferros.<br />
<br />
In other crime-related news, a group of chaos deirdrists have been responsible for a recent wave of chaotic activities. Not all of them strictly illegal, but some definitely are. No arrests have yet been made.<br />
<br />
==Week 12==<br />
A quite strong looking red elemental was seen leaving the task force HQ this week, calling itself Kal’ad. When questioned by passers by it would mainly say something along the lines of “It’s goooood to be back!”. It reputedly made a bee line for the Maddonite Church and made a point of obviously sitting outside it waving to people going in and out as a crowd of Maddonites gathered around it preaching about ignoring it and to pay it no heed. And also don’t get too close because it keeps scratching. Can demons have fleas?<br />
<br />
Meanwhile the task force made a statement saying that the recent chaotic activities of some Deirdrists were sanctioned and encouraged by the task force and were done in the interests of Clare.<br />
<br />
All in all the populace are wondering if the task force have taken a pro-Chaos (or pro-Demon as the Maddonites put it) stance.<br />
<br />
In unrelated news House Gabrielli have gone on a charm offensive in response to the recent accusations against Councillor Salvador Gabrielli. They claim they’re as shocked as the rest of Clare at the actions of their Councillor, and that they will categorically prove Salvador’s corruption was the work of an individual and not the House as a whole over the next two weeks.<br />
<br />
==Week 13==<br />
There’s a great deal of dissatisfaction this week with Ferros Cabal. It seems the prospect of them getting a third Council seat has triggered some reactionary feeling among the citizens of Clare, who are suddenly talking about the good old days when Avanti were on top and how Ferros will ruin everything. They note that Avanti are also responsible for the influx of trade goods and reagents recently. Indeed, some are even whispering that Ferros’ closed border policies and militarisation might end up being outright harmful for Clare if they receive another seat.<br />
<br />
Meanwhile, people talk about how Avanti should get that seat instead. Of course, Avanti are capitalising on this string of good will from the people of Clare and issue a statement that for reasons that they think some members of the task force will understand, all members of the task force will be able to benefit from Avanti’s new power in Clare. They are officially justifying this by speaking of how, as the sealing unravels, the task force will require more funding if they are to be properly equipped to deal with it.<br />
<br />
Through the city, people also talk of how the Asura Cabal are somehow involved with the phenomenon of dead bodies rising once more to walk again. Some say that Asura are working with these ‘shamblers’ while others say that they are directly responsible for them. Asura are quietly denying these claims, but, they are not really large enough to have their voice heard anymore. It doesn’t help their case that the shamblers have been witnessed in the streets, performing rituals… or at least trying to. The shamblers have so far failed in every ritual they have attempted according to eye witnesses. That doesn’t mean that people aren’t getting really worried about this phenomenon where corpses walk again and are now attempting thaumaturgy.<br />
<br />
==Week 14==<br />
There are several big news stories this week, all coming rapidly one after another.<br />
<br />
First, in an announcement that shocked few, the Magistrates announced that the evidence collected against Salvador Gabrielli over the last three weeks is incontrovertible, and that furthermore the remainder of House Gabrielli is clearly also implicated in the crimes. Salvador has been relieved of his Council seat and in a unanimous decision of the remaining Council members House Gabrielli have lost the seat entirely. After much negotiation behind closed doors the Council decided to recognise House Avanti’s recent resurgence and were awarded the seat in their place, returning them to three seats, reputedly to Ferros Cabal’s chagrin.<br />
<br />
The second big news is that the task force entered a warehouse in Clare and cleared out a large number of Descending Chain that were using it and recovered a magical artefact of some sort. The Descending Chain were considered by many to be a Bit Weird even by cult standards, so this hasn’t caused much consternation in the city. The Descending Chain have been driven underground by this setback but are reputedly still active.<br />
<br />
The chaos elemental Kal’ad has been wandering around the city unchecked for several weeks now and is developing something of a following. While it’s not known how explicitly he’s espousing the view, it seems his followers are on a rather anarchistic track, questioning whether the structure of Clare is right for them, or even necessary at all.<br />
<br />
It’s not known how much this is related, but the huge news that happens late in the week is that Watch Commander Adrian abruptly quit the Watch and his campaign for a Council seat, declaring the Clare Council corrupt and that it should be replaced by a more representative Republic of Clare. It seems a large number of Watch members may have been swayed to this cause. It’s not known yet what will come of this recent development.<br />
<br />
Meanwhile there’s a comparatively minor but increasing controversy over the effects of recreational alchemicals. Supremists claim they have proof that overuse of alchemicals causes small elemental alterations to the human soul. Adherents of recreational alchemical use scoff at the claims, the Deirdrists among them noting that even if this were the case there’s no evidence this is a *bad* thing to happen to someone.<br />
<br />
==Week 15==<br />
The walking corpses, after several weeks of unsettling the residents of Clare, have finally become to reveal some details of who they are. The bodies have begun waylaying citizens to explain that they have come from somewhere beyond the elemental realm. They explain that they supposedly have a “larger” soul than humans, but have benevolent intentions, offering to protect humanity from elementals. People are strongly divided on whether these statements are true and what it means if they are.<br />
<br />
Meanwhile, the rogue watch members, now calling themselves the “Adrianic Republic” are rumoured to have joined forces with some Chaos Deirdrists and followers of Kal'ad who support their goal of dismantling the Council. Although accusation of treason have been made, besides dereliction of duty involved in leaving the watch, the group has yet to ''do'' anything beyond stating a political opinion.<br />
<br />
In less dramatic news:<br />
<br />
House de Lumiere’s Penal Servitude Test Subject Program is being considered a resounding success. The criminals involved are satisfied with their treatment and with continuing the program. In fact, the program seems to be even more successful than other penal service programs by this measure- traditionally, those involved are, at best, grudgingly accepting of their duties. Not only that, but those in the program say that they will continue to work with House de Lumiere when their sentence is complete. As the House are willing to continue their employment, this suggests a reduction in reoffending rates compared to traditional schemes.<br />
<br />
It seems reagents, of all kinds, are becoming more common allowing them to be purchased for Ducatto for the first time.<br />
<br />
==Week 16==<br />
Shocking news this week is that ex-Watch Commander Adrian, leader of the “Adrianic Republic” movement, was killed - supposedly for sedition - in the Task Force Headquarters by Stefano De Lumiere, a member of the Task Force. This has sparked great upheaval in Clare’s political sphere. Apparently Adrianic Republic spokespeople said this would happen, and are promoting Adrian as a martyr. This has caused a backfire which has led to greatly increased sympathy for their cause and reduced opinion of the Task Force and Council. The event has also reopened debates on whether the Task Force are abusing their above the law status.<br />
<br />
House Lumiere has also had an eventful week- Councillor Maria de Lumiere has received criticism for her inaction on the walking corpses, especially when contrasted with the action taken by Stefano de Lumiere. Members of the House are divided between those who support the previously well-respected and long-standing Councillor and those who support the more proactive new member. The House’s increase in power and influence has stalled due to infighting.<br />
<br />
Perhaps due to this upheaval, there is also discussion of House Gabrielli and how, despite their links to crime, they may be necessary to deal with threats like walking corpses and cults that operate in the shadows.<br />
<br />
Outside of politics, there was also news of a large gathering of Order elementals just outside of the city. Order Deirdrists who attended say the event was the trial and deposing of the elemental Fantasia.<br />
<br />
In international news, some ruins near Bastion, thought to have been called Trier, have been confirmed to be the site of the Sealing and declared safe to visit. Tourists and pilgrims have begun visiting the site. Enclave authorities have been slow to move on the news and rumour has it several valuables may have been removed by visitors.<br />
<br />
==Week 17.1==<br />
The small news this week - the favourable reagent deal organised by House Avanti has come to an end after pressure from traders. Apparently vicious rumours about the task force being “bad customers” who “don’t pay their debts” spread among the traders, leading to the move.<br />
<br />
In much bigger news, the task force assaulted a gathering of Supremists, successfully disrupting some working of magic. The number of fatalities was very low compared to other recent task force actions, with most bodies identified by the Watch as the “shambling corpses” rather than citizens.<br />
<br />
Also big news is the presence of many more elementals in the city, including several who could previously only be summoned making appearances seemingly where they like. Some Deirdrists are ecstatic, but others whisper in fear at the idea of another such as Drenth coming into the world, and worse, being able to literally appear and disappear at will.<br />
<br />
The most dramatic news is that of the dreams experienced by the people of Clare, and by all accounts, the entire world. Two dreams are described, the first a dream of Maddon heroically defending the world from creatures of darkness with the help of other mortals and the legendary elemental Jittal.<br />
<br />
The second dream is of the world being laid waste by elementals, until shining beings from beyond the stars come to protect us, their power stopping the elementals in their tracks and saving humanity.<br />
<br />
Maddonites especially are inspired by the first dream. The Maddonite Church of Clare spreads the news that this is a true account discovered by the task force of Clare, and Maddonites over the world have turned to Clare for direction as their beliefs are turned on their head. The Witnesses of the End are particularly fervent converts, putting aside their former beliefs overnight and returning to the Church.<br />
<br />
Those who are inspired by the second dream are quieter. It’s not known how many have been swayed by it, but it seems to have been particularly appealing to Supremists and those who fear elementals.<br />
<br />
The Guardian Hunters, with support from Ferros Cabal, continue to be a presence in the city, steadying the populace slightly. Martial training sessions offered by Ferros and the Guardian Hunters have become very popular in these tumultuous times.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Downtime&diff=2584Downtime2020-07-03T15:03:00Z<p>Bink: /* Writing a Downtime */</p>
<hr />
<div>During the week your character can do things to help their exploits in the next event.<br />
<br />
Downtime can be used to do one of:<br />
*Keep an '''ear to the ground'''.<br />
*'''Investigate''' a group or topic.<br />
*'''Find [[items]]'''.<br />
*'''Engineer an encounter''' to happen next interactive.<br />
*Take part in an '''opportunity''' offered in uptime.<br />
*'''Untrain''' one [[skills|skill]], [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]] or [[Invoker#Focus Powers|focus power]] and/or '''codify''' an [[thaumaturgy#Improvised Rituals|improvised ritual]].<br />
<br />
Downtime happens between the linear and the next interactive. Downtime cannot directly affect the world; all events that actually affect the world will happen in uptime (possibly in encounters arranged in downtime).<br />
<br />
There may be opportunities to take part in events during the week, which will be arranged in uptime. You can take part in these, in which case you will experience those events (and therefore get information about them), and people will probably notice your association with those events.<br />
<br />
When you untrain a skill, it must not be a prerequisite for any other skills you know. If you untrain Learn Ritual you can forget any two rituals that you've learned.<br />
<br />
You can feel free to narrate minor actions, which can have personal significance, but can have no effect on the wider world. ''You cannot send letters to or have conversations with world NPCs''; if you wish to do this arrange an uptime meeting or use the uptime skills to send a message. You can however narrate sending letters and having conversations with personal NPCs, such as characters in your backstory or your personal Contacts. Having a think about upcoming projects and experiments you’d like to do are excellent minor actions (you may not come to any great realisations, but letting refs know what you’d like to do means they can can make better calls when you do it).<br />
<br />
If you don't submit a downtime, you will gather [[Ducatto]] or a commonly available reagent at the start of next interactive. If you crewed a linear and didn't play one, or crewed in the interactive for 30 minutes or more, you will also gather extra Ducatto at the start of the next interactive.<br />
<br />
For weeks you miss you may submit a restricted downtime where you can only perform Ear to the Ground or Gather Ducatto or Common Reagents. You can only do this for 2 missed weeks in between each event you attend.<br />
<br />
If you play multiple characters you are only guaranteed a full downtime for one character. You may be given full downtimes for multiple characters at ref discretion.<br />
<br />
==Submitting your Downtime==<br />
Each player has a google drive that contains their character sheet and downtimes. You'll be emailed a link to your player area after you submit your character with the form.<br />
<br />
Downtimes are submitted by creating a downtime document for that week with your submission. The deadline for submissions is '''Midday Monday'''. Later in the week responses will be placed in the same documents, at latest Friday morning.<br />
<br />
There will also be a weekly email with the State of Clare, which contains information about events in the world that are common knowledge.<br />
<br />
==Writing a Downtime==<br />
Downtime is designed to create opportunities to do things in uptime, rather than as a tool to solve problems itself.<br />
<br />
* Help, I have no plot and want some! -> '''Ear to the ground'''.<br />
This will get you a hook to something that's going on. Chances are you'll hear about something brewing, or get information relevant to another player right now, and offering it to them might get you involved in what they're doing.<br />
* I have a line on some plot, but don't know what to do with it -> '''Investigate'''.<br />
Investigating a topic you already have some information about might give you more information and let you formulate a plan, or make you better prepared for it if it appears in uptime on its own.<br />
* I know what I want to do, but need something specific to do it -> '''Find items'''.<br />
If it's something simple, you may just find it. If you attempt to find something that's rare, your efforts will yield information on how to get it, or an uptime encounter with someone who can.<br />
* I know what what I want to do, and want to meet some specific NPCs to make it happen -> '''Engineer an encounter'''.<br />
If you have a specific idea in mind, this is how to progress that idea. If you want to persuade some people of a course of action, set up a meeting with them. If you need an item and know who has it, ask them to bring it to the venue (you can then try to trade for it, try to steal it from them, or whatever). If you want to set two groups on each other, invite them both and see if you can engineer an incident between them. If you want to kill someone, invite them to a "parley", along with some assassins... The encounter isn't guaranteed to take the form you intend, but it's almost certain that ''something'' will happen as a result of your efforts.<br />
<br />
===Example===<br />
'''Downtime:'''<br><br />
I've heard of a new criminal group moving in to Clare. Send a message to House Gabrielli warning them of this.<br />
<br />
I had a lovely chat with Bob the Elemental last linear. I plan to summon Bob and talk more about what we can do for each other. I'm considering sacrificing the ability to use an umbrella on Tuesdays for Infinite Cosmic Power.<br />
<br />
Learn Investigator with my spare skill slot.<br />
<br />
'''Response:'''<br><br />
House Gabrielli are interested and would like to talk about this new group and what you can do together to counter them. They'll send a representative to you at the next meeting.<br><br />
''Sending messages to world NPCs does nothing in itself, so this instead '''engineered an uptime encounter'''''.<br />
<br />
Thanks for letting us know your plans, we look forward to you summoning Bob and wish you luck trying this ''very ambitious'' bargain.<br />
<br />
You are now trained in Investigation.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Obscura&diff=2583Obscura2020-07-03T14:07:55Z<p>Bink: /* How Do I Start? */</p>
<hr />
<div>==Introduction==<br />
[https://www.camlarp.co.uk/ Cambridge LARP Society]'s game for 2019-2020 is '''Of Alchemy and Magic Obscura''' (or just '''Obscura'''), a fantasy game of discovery, intrigue and struggle against the odds where [[Natural Philosophy|magic and science]] collide.<br />
<br />
{{:World History}}<br />
Are the dark times destined to return? Or can something be done to stop it?<br />
<br />
The ruling [[Council]] of the city state of [[Clare]] has [[Task force|recruited adventurers]] to investigate what's going on, and you have answered the call. You may be here because you want to make a difference, for adventure and challenge, for knowledge and power, for coin, or maybe something else...<br />
<br />
==Major Themes==<br />
* '''Discovery''': Finding out about magic and the lost history of the world and the nature of the Sealing. As the Sealing becomes weaker, more things will become possible with magic and science, and pushing the boundaries will be important to match the increasing stakes.<br />
* '''Intrigue''': The major powers and factions within Clare will be at odds, and the task force will need to balance effectiveness against public relations. Plenty of political and social wrangling to be done.<br />
* '''Struggle Against the Odds''': There will be strong antagonists who wield abilities the PCs don’t (initially) have access to and who won’t be beaten easily.<br />
<br />
==How Do I Start?==<br />
If you're new to LARPing, you should start by reading our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ].<br />
<br />
After that, you should read the [[Quickstart Rules]]. Then, when you're ready, [[Character Creation|create a character]], or you can [https://www.camlarp.co.uk/Crewing crew] to see what it's like. See [[Look and Feel#Starting out|here]] for tips on starting kit.<br />
<br />
If you have further questions that aren't answered [[FAQ|here]], you can email the [[refs]].<br />
<br />
==What Can I Play?==<br />
Most things you can imagine, but here are some ideas:<br />
*Combat characters can fight belligerent enemies. The intention is that even in interactives, fights will be challenging, with scope for the PCs to lose, so fighty characters should find themselves valued, even outside of linears. If you want to be a Big Damn Hero then there are easily accessible ways to increase your power while increasing your risk of death.<br />
*Scholarly characters can research elementals and the world. Not much is known about the elemental realm and elementals, since it’s been cut off for centuries. There's also plenty of magic and science research to do.<br />
*The city of Clare has a number of [[Factions in Clare|factions]] that can help or hinder the task force, and wrangling them will be something those with social and political leanings can do.<br />
<br />
==Events==<br />
The campaign takes place in [https://www.camlarp.co.uk/Glossary#Interactive interactives] each Friday, and on [https://www.camlarp.co.uk/Glossary#Linear linears] roughly every other Saturday. Interactives are the regular meetings of the Clare task force to plan, do research, and anything else they might like to do. Linears are excursions in to the wider world, usually with a specific objective.<br />
<br />
For the dates of events, please see the [https://www.camlarp.co.uk main society website]. Alternatively, email larp-exec@srcf.net to sign up to our mailing list.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=FAQ&diff=2582FAQ2020-07-03T14:00:29Z<p>Bink: /* How deceptive can you be when performing rituals? */</p>
<hr />
<div>:''This is a system-specific FAQ. for a more general FAQ about LARPing, click [https://www.camlarp.co.uk/Frequently_Asked_Questions here].<br />
<div id="bargain"></div><br />
====What happens if I break a bargain made with an [[elemental]]?====<br />
Chances are something bad will happen to you. If you believe you've violated a bargain with an elemental, see a ref.<br />
<br />
====Can I define my own [[elemental]]s?====<br />
Not explicitly no, though if you try to summon an elemental with a particular agenda, you may well find that a compatible one answers. This is far more likely to work if you inform the refs of the sort of elemental you're looking for in advance (through downtime minor actions or in person).<br />
<br />
<div id="tpk"></div><br />
====With no bleeding out, what happens if we all go down?====<br />
For starters, everyone will take their [[WOUND]] from being down for longer than 30 seconds. After that there may be further immediate consequences, such as the PCs being looted, having harmful [[EFFECT]]s applied, or have further non-mortal [[wounds]] inflicted upon them. There will almost certainly be knock-on effects on later linear encounters or plot due to the NPCs succeeding at their goal. After that the enemies will leave the encounter (or kick the PCs out), and the party will get back up with a ref-called [[WIDE]] [[CURE]] 1, which should be interpreted as natural recovery.<br />
<br />
It's possible there will be high stakes encounters where a party wipe will mean execution or conversion to [https://www.camlarp.co.uk/Glossary#DPC DPCs]. These cases will be telegraphed beforehand.<br />
<br />
====So is it possible to actually die in this game?====<br />
'''Yes'''. The injury and death system is designed to make character death a result of personal choices, usually several of them, rather than a sudden or random occurrence by bleeding out. Most ways in the game to push yourself beyond normal limits come at a cost in [[mortal wound]]s, increasing your chance of becoming terminal. If you play it safe, your chances of dying are indeed very low, but if you strive for your goals, you will naturally be pushed towards more risky play and higher chance of becoming terminal. Also, should you seriously tick off NPCs or other PCs, they may decide it's worth trying to assassinate you.<br />
<br />
Should you become Terminal, that's not necessarily the end of your character. Making a pact with an [[elemental]] can let you continue playing that character. However, making a pact to come back from terminal will always require a major sacrifice, and will likely involve new restrictions or even completely changed character goals. Some players may decide they don't want to take the offer. The cost may be lessened if you make the pact with an elemental you already have a good relationship with. Should you become terminal a second time, it's highly likely you'll be rendered an NPC unless you have a ''very'' good relationship with a patron.<br />
<br />
====It's basically impossible for me to kill other PCs! What do I do if they're blatantly evil or an obvious foreign agent?====<br />
The guidelines for the [[Task Force|task force]] allow for extensive social and political PvP, and even non-lethal physical PvP as long as you can justify it as "internal security". The game is designed to make the primary forms of conflict between PCs social and political, so it is indeed by design hard to kill other PCs and get away with it, but there are ways.<br />
<br />
The first is to contact the [[Council]] and convince their representative that your target agent is (truly or falsely) working against the interests of Clare. If you're successful, their Council protection may be restricted, or even revoked<sup>[[FAQ#revocation|FAQ]]</sup>. In this case, it will be legal for you to act against them, either immediately, or if they try the same tricks in future. Essentially, by winning at social and political PvP you can open up legal physical PvP as an avenue.<br />
<br />
The second is to report (or frame) them for a serious crime against another agent. This could result in the magistrate sentencing them to death.<br />
<br />
====But even that only makes them [[Terminal]], so they can just make a pact with an elemental and keep going? Or worse, get revenge?!====<br />
A terminal character can indeed make a pact with an elemental to stay in the campaign, but any pact that brings someone back from terminal will involve a dramatic change to their character, and likely new restrictions and character goals. Chances are they'll have other things on their mind (or possibly have a completely different mind...), at least for a good while. In any case your actions will ''definitely'' cause a major change in their character.<br />
<br />
<div id="revocation"></div><br />
<br />
====The Council can revoke my status as an agent? Does that mean I can't play the character any more?====<br />
'''No''', but it does put you at a sizeable disadvantage - you lose your legal protection from other agents, your license to break the law, and potentially some or all of your income. It doesn't, however, bar you from attending interactives or linears, so long as other PCs tolerate you (since you no longer have a legal ''right'' to do those things). It's theoretically possible to renounce your own status as an agent and keep playing, but there's little reason to do so.<br />
<br />
====Can I capture people?====<br />
'''Yes''', but not easily, and you must pay attention to your captive to prevent them escaping. If you incapacitate someone and then distract them sufficiently with interaction they will not recover from their incapacitated state. If you ignore them for long however they may be able to gather their strength and make a run for it. A terminal character can be restrained with appropriate roleplay, preventing them from leaving or performing any actions. You should inform the refs if you intend to take a character captive, and should inform a ref as soon as possible if you spontaneously take a character captive.<br />
<br />
Non-[[Resilience|resilient]] NPCs will be in no fit state to cause trouble after taking one mortal wound, so if after defeating a group you leave them to recover from incapacitation naturally they're unlikely to bother you again with no further action on your part.<br />
<br />
If you have a character captive at the end of a session, the refs will decide what happens. It's not guaranteed you'll be able to keep a character captive for an entire downtime, ''especially'' a character as resourceful as a PC.<br />
<br />
<div id="weaken"></div><br />
<div id="brush"></div><br />
====How extensive should my marking be for [[Elemental Touch|Brush With Element]]?====<br />
Your marking(s) should be noticeable, but we'd rather you not go ''too'' overboard on Brush With Element so as to allow more substantial elemental touches to stand out in comparison. For reference, generally less than a Breaking Worlds fey heritage.<br />
<br />
====If I [[WEAKEN]] someone can I then attack the tip of their weapon for easy hits?====<br />
'''No''', the attack must be "aimed at their person", so if you don't make a credible attempt to hit ''them'' they don't have to take it.<br />
<br />
<div id="repel"></div><br />
<br />
====What does the stuff mean about only moving as fast as you were repelled after a [[REPEL]]?====<br />
In simple terms, come back as fast as you went away. We specify a low minimum speed for REPEL for accessibility reasons, but we'd like you to move as fast as you sensibly can. If you sprint away, you can sprint back. If you walk away you can walk back. What you can't do is walk away and then sprint back.<br />
<br />
====I just got hit by [[EFFECT]] Fear, but I'm very brave! It wouldn't be in character for me to be afraid!====<br />
It's up to you how you respond to roleplaying effects, but they should change your behaviour; you can't just push through them. These effects represent particularly strong influences that require an equally strong effect to counter them, such as a skill or counter effect. If you want to play a character who isn't rattled by anything, take the [[Iron Will]] skill to back up your characterisation.<br />
<br />
====I just got hit with [[EFFECT]] Anger. Do I have to charge around being angry for 5 minutes straight?====<br />
Roleplaying effects will have a strong effect on you immediately and then often recede, to recur at dramatically appropriate times. This means you don't need to roleplay being angry constantly, but should become angry immediately, then, while still under the effect, become angry again at appropriate times.<br />
<br />
<div id="compel"></div><br />
====Is the decision to drop to RESIST a [[COMPEL]] in- or out-of-character?====<br />
'''Either'''. You can heroically resist the compulsion in character, or decide that your brain involuntarily short-circuited. You can also decide the compulsion was too strong and you were unable to resist in character.<br />
<br />
<div id="epic"></div><br />
====Can I RESIST an [[EPIC]] [[COMPEL]] by dropping and taking a WOUND?====<br />
'''Yes'''. Though note you aren't immune to further EPIC COMPELs from the same source, while you are immune to further non-EPIC COMPELs.<br />
<br />
====What do I do if I'm given a [[COMPEL]] or [[EFFECT]] that I'm uncomfortable with out of character?====<br />
If you're given a COMPEL that you're OC uncomfortable with you can always RESIST it, and speak to the refs afterwards if you have concerns. If you're given an EFFECT you're uncomfortable with, see a ref and we'll change it.<br />
<br />
====How deceptive can you be when performing [[Thaumaturgy|rituals]]?====<br />
It must be clear to a close observer that you are doing something magical or ritualistic, but you need not make it clear what kind of magic or ritual that is. Another character with [[Insightful Observer]] can determine the true intent of a ritual by examining it. You can't use other skills while participating in a ritual, so you can't use Insightful Observer on a ritual you're participating in. Explicitly calling upon themes that are dissonant with the effect (such as emphasising strengthening the target, while actually harming them) may have adverse effects.<br />
<br />
====What happens to my Hits when I take off and put on armour?====<br />
You begin each event with your maximum hits in whatever you're wearing. When you lose maximum hits, you lose the same number of hits, to a minimum of 1. When you gain maximum hits, if you're currently on maximum hits you increase to your new maximum hits. If you're not on maximum hits, or your maximum hits was 1, you don't gain hits. Your maximum hits cannot be reduced to less than 1.<br />
<br />
====What do magic and alchemy effects look like?====<br />
Interestingly, no one can agree. When an [[invoker]] unleashes a Destructive Bolt, some see a bolt of lightning, others see a jet of flame, others may see a dark aura decaying armour and flesh. The ''result'' of an elemental effect is universally agreed upon, but ''how'' it happens seems to vary depending on the observer.<br />
<br />
====Will more [[skills]] (such as more powerful combat abilities) be added in the future?====<br />
'''No'''. New formulaic rituals can be developed in play, but otherwise there's no intent to add new skills to the game. It is however possible to gain new abilities through other means, many ideas for which are described on the [[advancement]] page.<br />
<br />
====I see this is an old-timey setting. Can I play a gay or transgender character in it?====<br />
'''Yes'''. Obscura is a fantasy setting, not a historical one, and has a relatively modern view of [[relationships, gender and sexuality]]. Discrimination based on these attributes and most other kinds of historical oppression are forbidden by our [https://www.camlarp.co.uk/Equality_and_diversity out-of-character policies].<br />
<br />
====Discrimination is banned? That seems a bit boring, and what if I ''want'' to play an oppressed character?====<br />
Discrimination based on ''out-of-character'' attributes is banned. Discrimination based on in-character attributes and choices such as nationality, culture, in-character religion and other beliefs is totally fine, and if you want to be oppressed, you can play up some of these to get singled out. If you're Elementally Touched that will get you looked upon with suspicion by many people, at least at the start of the campaign.<br />
<br />
====What calendar is used in [[Clare]]?====<br />
The date in Clare is intended to be the number of years since the [[World History|Sealing]]. The calendar was retroactively calculated several centuries after the Sealing from several sources however, so the date of the Sealing is ''very'' approximate. The date IC is the date OOC with 1000 taken off the year number, so the campaign will take place late 1019 and early 1020.<br />
<br />
====What languages exist in the setting?====<br />
Everyone speaks a common language, physrepped by English. There are no other languages in the setting. Language is not really a theme of this game.<br />
<br />
====Does print exist in the setting?====<br />
'''Yes'''. Printing is less advanced that you might expect for the renaissance period, but it does exist and you can freely produce printed materials. Producing small runs of printed materials to be distributed in uptime is within the means of all player characters, but organising and running a large influence campaign is the domain of the [[Smooth Talker]] skill.<br />
<br />
====How does news travel around? Are there newspapers?====<br />
There are no newspapers. News travels mainly by word of mouth via contact networks, letters to friends and talking in taverns.<br />
<br />
====Can I use the Obscura system myself?====<br />
'''Yes'''. Obscura is [[Obscura:About|licensed]] under CC-BY-SA.<br />
<br />
====Can I run player events in the Obscura universe?====<br />
'''Yes''', though those events will only be canon in the main campaign with the agreement of the main campaign’s refs.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2581Quickstart Rules2020-05-19T12:48:29Z<p>Bink: /* Visual Cues and Tags */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe / White tag<br />
|[[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a procedure for other characters you attack you, and they should feel free to attack a non-contact player using this procedure if they deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2580Quickstart Rules2020-05-19T12:48:04Z<p>Bink: Undo revision 2579 by Bink (talk)</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}} / MAN DOWN<br />
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe<br />
|rowspan="2" | [[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!White tag<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a procedure for other characters you attack you, and they should feel free to attack a non-contact player using this procedure if they deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Quickstart_Rules&diff=2579Quickstart Rules2020-05-19T12:47:36Z<p>Bink: /* Out-of-game Calls */</p>
<hr />
<div>__TOC__<br />
These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you're ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].<br />
<br />
* You start with 3 hits.<br />
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.<br />
* You can only make one call or successful attack per second.<br />
* If reduced to 0 hits you are '''Incapacitated'''.<br />
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it's a skill explicitly usable while incapacitated. After 30 seconds of being incapacitated, you take a [[#WOUND|WOUND]] (only once)<sup>[[FAQ#tpk|FAQ]]</sup>. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.<br />
<br />
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.<br />
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.<br />
* Ranged calls have a range of 5m.<br />
* Arrows and crossbow bolts hit for implicit [[#TRIPLE|TRIPLE]] [[#STUN|STUN]]. This doesn’t take effect if blocked by a buckler or shield (including the STUN).<br />
<br />
==Calls==<br />
A '''call''' is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they're performing feats that they can't do physically, such as a sword swing of great strength, or conjuring and throwing a fireball. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. <br />
<br />
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* "[[#TRIPLE|TRIPLE]]"). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”).<br />
<br />
A call can be a composite call of multiple effects (for example "[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]"). This counts as a single call for the one-call-per-second rule.<br />
<br />
===Out-of-game Calls===<br />
{| class="wikitable"<br />
!{{Definition|STOP THE GAME}}<br />
|rowspan=2|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.<br />
|-<br />
!MAN DOWN<br />
|-<br />
!{{Definition|TOO HARD}}<br />
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.<br />
|-<br />
!{{Definition|TIME IN}}<br />
|Called by [[refs]] to indicate play starts or resumes.<br />
|-<br />
!{{Definition|TIME OUT}}<br />
|Called by refs to indicate play ends.<br />
|-<br />
!{{Definition|TIME FREEZE}}<br />
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can't be done in real time.<br />
|-<br />
!{{Definition|TIME FAFF}}<br />
|Called by refs on linears if the party is proceeding too quickly and things aren't ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.<br />
|}<br />
<br />
===Game Calls===<br />
{| class="wikitable"<br />
!{{Definition|SINGLE}}<br />
|Lose 1 hit.<br />
|-<br />
!{{Definition|DOUBLE}}<br />
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|TRIPLE}}<br />
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CRUSH}}<br />
|Lose all hits.<br />
|-<br />
!{{Definition|CURE}} N<br />
|Restore N hits. N may be a number or "ALL".<br />
|-<br />
!{{Definition|REPEL}}<br />
|Move away for 3 seconds at at least a brisk walk. On encountering an obstacle or unsafe terrain you are pinned against the obstacle for the rest of the repel duration. For 3 seconds afterwards, move at most as fast as you were repelled<sup>[[FAQ#repel|FAQ]]</sup>. This call takes effect if blocked or parried.<br />
|-<br />
!{{Definition|STUN}}<br />
|For 3 seconds you cannot attack or use active skills and can only move at walking pace. This call takes effect if blocked or parried, unless delivered by arrow or crossbow bolt.<br />
|-<br />
!{{Definition|WEAKEN}}<br />
|For 10 seconds you cannot make calls with melee weapons other than SINGLE, and any call or attack that is aimed at your person that you block or parry affects you as if it hit you<sup>[[FAQ#weaken|FAQ]]</sup>. You should roleplay a visible reaction, so the caller knows you've taken the call.<br />
|-<br />
!{{Definition|CURSE}}<br />
|See a ref at the earliest convenient time and tell them you took this call.<br />
|-<br />
!{{Definition|WOUND}}<br />
|Ask a ref for a [[mortal wound]] at the earliest convenient time. If the number of mortal wounds you have and need to ask for exceeds your capacity, you immediately become [[#Mortal Wounds and Terminal|Terminal]].<br />
|-<br />
!{{Definition|EFFECT}}<br />
|The effect stated after the call applies to you.<br />
<br />
Unless otherwise specified, EFFECTs last 5 minutes.<br />
|-<br />
!{{Definition|COMPEL}}<br />
|Try your best to fulfill the given order. You can [[#RESIST|RESIST]] by taking [[#EPIC|EPIC]] [[#CRUSH|CRUSH]] [[#WOUND|WOUND]]<sup>[[FAQ#compel|FAQ]]</sup>.<br />
<br />
Unless otherwise specified, COMPELs last 30 seconds.<br />
<br />
If you RESIST a COMPEL by any means then you may RESIST all further non-EPIC COMPELs from the same source for the rest of the encounter at no cost.<br />
|-<br />
!{{Definition|RESIST}}<br />
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.<br />
|}<br />
<br />
====Modifiers====<br />
{| class="wikitable"<br />
!{{Definition|MASS}}<br />
|Affects everyone in a 5m radius circle or cone indicated by outstretched arms.<br />
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|WIDE}}<br />
|Affects everyone in a 10m radius circle centered on the caller, or the whole interactive. You cannot cone WIDE.<br />
<br />
The caller can choose if they are affected by the call or not.<br />
|-<br />
!{{Definition|MAGIC}}<br />
|Indicates the call is elemental in some way. Elemental calls are more dangerous to some creatures, but are less effective against or can be countered by others.<br />
|-<br />
!{{Definition|EPIC}}<br />
|Indicates this call is particularly powerful or of an unusual nature. EPIC calls can’t be resisted by most skills<sup>[[FAQ#epic|FAQ]]</sup>.<br />
|}<br />
<br />
==Visual Cues and Tags==<br />
{| class="wikitable"<br />
!One hand in the air<br />
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.<br />
|-<br />
!Hand shading the eyes<br />
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.<br />
|-<br />
!Off-white robe<br />
|rowspan="2" | [[Refs]] wear distinctive off-white robes or occasionally white tags when reffing in play. This indicates they are playing Keepers. Keepers can't make or receive calls in character, and cannot knowingly lie or mislead.<br />
<br />
If a Keeper makes a call, it will be to deliver an effect from another source, such as an environmental effect or ritual fallout. Hopefully the source will be clear from context, otherwise you can ask for clarification.<br />
|-<br />
!White tag<br />
|-<br />
!Flourescent yellow band<br />
|This person is non-contact and cannot be hit by weapons. To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon. To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.<br />
|}<br />
<br />
Some characters may wear tags to indicate their resistances.<br />
{| class="wikitable"<br />
!Nimble<br />
|Yellow<br />
|Can [[#RESIST|RESIST]] non-melee calls.<br />
|-<br />
!Sturdy<br />
|Light Blue<br />
|Can [[#RESIST|RESIST]] [[#STUN|STUN]] and/or [[#CRUSH|CRUSH]].<br />
|-<br />
!Magic Resistant<br />
|Magenta<br />
|Can [[#RESIST|RESIST]] [[#MAGIC|MAGIC]] calls.<br />
|-<br />
!Mundane Resistant<br />
|Black<br />
|Can [[#RESIST|RESIST]] non-[[#MAGIC|MAGIC]] calls, or will take extra effect from MAGIC calls.<br />
|}<br />
{{:Wounds}}<br />
<br />
==Calls and Combat==<br />
* Calls are spoken out of character, but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it's an [[#EFFECT|EFFECT]] that specifies you're unaware of it. For example, if someone strikes with a sword and calls "[[#TRIPLE|TRIPLE]]!", you can see by looking that it was a much more damaging blow than usual.<br />
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.<br />
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.<br />
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.<br />
* Inform a ref if you plan to engage in physical PvP. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.<br />
<br />
==Non-combat and non-contact==<br />
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you're unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.<br />
<br />
Players can also decide to be non-contact. A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn't hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; there is a procedure for other characters you attack you, and they should feel free to attack a non-contact player using this procedure if they deem it appropriate.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2578Skills2020-04-06T15:22:24Z<p>Bink: /* Free Skills */</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use [[alchemy#Using Alchemicals|alchemical]]s with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken things can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information. You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Skills&diff=2577Skills2020-04-06T15:22:05Z<p>Bink: /* Free Skills */ allow fixing broken weapons.</p>
<hr />
<div>__TOC__<br />
:''If you're looking for the basic rules you should start with the [[Quickstart Rules]].''<br />
<br />
Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.<br />
<br />
If you take any [[#Magic Skills|magic skills]] you can't take [[#Science Skills|science skills]] and vice versa.<br />
<br />
The [[Combat Training]] skill gives access to the [[Rogue]], [[Warrior]] and [[Invoker]] combat schools, and is an important skill if you intend to play a combat character.<br />
<br />
==Free Skills==<br />
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these (however [https://www.camlarp.co.uk/Glossary#Non-Player_Character_.28NPC.29 NPCs] may not).<br />
{| class="wikitable"<br />
!One-Handed Training<br />
|You can use one melee weapon of 8”-42”.<br />
|-<br />
!{{Definition|Sense Magic}}<br />
|You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see [https://www.camlarp.co.uk/Glossary#Lammy lammies] and ribbons).<br />
<br />
With 5 seconds of touch range appropriate roleplay, you can ask a ref if an item or location has an EFFECT or ask a character "OC are you under an [[EFFECT]] or [[COMPEL]]?", for a yes or no answer. Using this on a person is quite uncomfortable for them, like having your soul prodded.<br />
|-<br />
!{{Definition|Resilience}}<br />
|You’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two [[mortal wound]]s than most before succumbing, becoming [[terminal]] on your fourth.<br />
|-<br />
!{{Definition|First Aid}}<br />
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[CURE ALL]] another character.<br />
<br />
With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you [[incapacitated]], [[terminal]] or dead?".<br />
|-<br />
!{{Definition|Patch Up}}<br />
|With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC please show me your [[wounds]]".<br />
<br />
Twice per day, with 30 seconds of appropriate roleplay you can patch up a single wound on another character to [[Wounds#Suppression and Treatment|suppress]] it until a dramatically appropriate time during the next event. You do not have to follow the treatment on the wound card, but feel free to use it as inspiration for your patch up job.<br />
|-<br />
!Use Alchemical<br />
|You can use [[alchemy#Using Alchemicals|alchemical]]s with 5 seconds of roleplay.<br />
<br />
You can use one alchemical per encounter safely, if you use more than this see a ref after the encounter.<br />
|-<br />
!Inflict Wound<br />
|With 5 seconds of ''very clear'' touch range appropriate roleplay you can call [[WOUND]].<br />
<br />
Do not do this roleplay on the head or neck.<br />
|-<br />
!{{Definition|Search}}<br />
|You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. [[Invoker#Foci|Foci]] should be shown on a search, but can’t be removed.<br />
|-<br />
!Carry<br />
|You can carry an unresisting character with two hands, which need not be empty but can’t be used for anything else while carrying. Carrying people is physrepped by telling them you’re carrying them and them walking, not actually carrying or dragging people.<br />
|-<br />
!Summon<br />
|You can summon an [[elemental]] with one minute of roleplay. You might want to find out more about this before trying it.<br />
This skill is usable while [[Terminal]].<br />
|-<br />
!Disarm<br />
|You can render visible weapons, natural weapons and foci unusable with 5 seconds of touch range appropriate roleplay breaking them (please don't actually bash them on the ground or bend them). This can't be done in combat. This is the preferred method of disarming monsters, by breaking their weapon and dropping it back next to them.<br />
<br />
Broken can be repaired with 30 seconds of appropriate roleplay.<br />
|}<br />
<br />
Unless briefed otherwise, NPCs have at least One-Handed Training, Carry and First Aid. Note that many NPCs do not have [[Sense Magic]], so can't detect alchemicals or magical effects on sight. NPCs should not loot PCs unless briefed to do so and not use Inflict Wound unless ''very'' explicitly briefed to do so.<br />
<br />
==General Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Combat Training}}<br />
|<br />
|You have trained in one of the three combat schools. Choose a school from [[Rogue]], [[Warrior]] and [[Invoker]]. Receive the Free Skills for that school, and you can now learn the Combat Skills for it.<br />
<br />
''This is an important skill for combat characters.''<br />
|-<br />
!{{Definition|Melee Training}}<br />
|<br />
|You can use two 8”-42” weapons, one in each hand.<br />
<br />
You can use a buckler up to 15” in diameter.<br />
<br />
You can use a weapon 42”-60” with both hands.<br />
|-<br />
!Polearm Training<br />
|Melee Training<br />
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.<br />
<br />
You can use a stab-safe spear 60”-84” in one hand to thrust only.<br />
|-<br />
!Thrown Training<br />
|<br />
|You can carry up to five thrown weapons and use them.<br />
|-<br />
!{{Definition|Extra Toughness}}<br />
|<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Exceptional Toughness}}<br />
|Extra Toughness<br />
|You have one extra hit.<br />
|-<br />
!{{Definition|Extreme Toughness}}<br />
|Exceptional Toughness<br />
|You have one extra hit.<br />
|-<br />
!Alchemical Resistance<br />
|<br />
|You can consume an additional [[alchemy|alchemical]] per encounter before suffering from overdose.<br />
|-<br />
!{{Definition|Dissection}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can gather materials from a dead non-human. You can only do this once per target. Materials in bodies must be removed and preserved ''extremely'' quickly, such that each dissector can usually only gather materials from a single body at the end of an encounter before the rest are spoiled. Not all body types yield useful material.<br />
|-<br />
!{{Definition|Personal Income}}<br />
|<br />
|You gain two [[Ducatto]] before each interactive, and this income will never be affected by political factors.<br />
Sometimes you may be offered to exchange your personal income for an exotic income.<br />
|-<br />
!{{Definition|Insightful Observer}}<br />
|<br />
|You can spend 5 seconds inspecting roleplay you can clearly see and hear to ask "OC what skill are you using and what's the intended outcome?". If there's a ref overseeing the skill, ask them rather than interrupting the player using the skill.<br />
<br />
For example, a thaumaturge performing the Ruination ritual would respond with "Lead Ritual. Shoot 3 MAGIC TRIPLEs".<br />
<br />
Once per day you can ask COMPEL: Tell me, was that the truth?<br />
|-<br />
!{{Definition|Investigator}}<br />
|<br />
|Spend at least one minute of appropriate roleplay, potentially with other characters, discussing or meditating on a particular problem or what lies ahead, or examining a scene. Using alchemical mood enhancers as meditation aids may allow you to come to greater revelations and yield more information. Investigating the same target twice on the same day won't give new information.<br />
<br />
You can quickly assess a scene to see if an investigation might provide useful information. You will sometimes spot that things are out of place and get a hint that an Investigation might yield information, but this shouldn't be relied upon.<br />
|-<br />
!Preparation<br />
|<br />
|You have an excellent memory for skills, and with one minute of appropriate roleplay can learn a skill from a character that can perform it. You can only remember two skills at a time, but you can forget one in order to learn a new one. You can only learn skills that you could learn yourself (so you can’t learn a skill you’re locked out of due to science or magic path and you must have any prerequisites, but one of your prepared skills can be the prerequisite for the other). You will remember a prepared skill until the end of the next interactive you attend after learning it. You can activate this skill once per day for each skill to to gain that prepared skill for an encounter. If one of your skills is the prerequisite for the other, you must activate them at the same time. You cannot use any per-day abilities granted by the skills you’re replicating. You cannot learn [[#Combat Training|Combat Training]] or [[Personal Income]] with this.<br />
|-<br />
!{{Definition|Tricks of the Trade}}<br />
|<br />
|You can identify well-known items. Sometimes you may be able to identify interesting mundane information about an item.<br />
<br />
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons or a focus?”). This can't be used in combat.<br />
<br />
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.<br />
|-<br />
!{{Definition|Contacts}}<br />
|<br />
|You can send messages to characters in uptime by asking a ref for a contact to meet you and pick up the message. This is primarily for delivering to NPCs, but you may deliver messages to PCs with this skill, in which case the contact will attempt to deliver it anonymously. Your contacts are only able to deliver messages to people on this plane, though cultivating contacts that can work extraplanar may be possible.<br />
<br />
This can also be used to find someone who can perform a service for you, provided that service is relatively common (if uncommon, you may be able to contact someone who knows someone). If a character who can do your desired service is known to be in the interactive, you will almost certainly just receive their name.<br />
<br />
Once per day you can use this skill for free, but otherwise it will require payment. Your contacts may not always be available (for example on linears).<br />
|-<br />
!{{Definition|Hearts and Minds}}<br />
|<br />
|Following 30 seconds of appropriate roleplay conversing with them you can call “[[EFFECT]]: <Emotion>” to a single character. Once per day after 5 seconds of appropriate roleplay you can call “[[MASS]] [[EFFECT]]: <Emotion>”. These abilities can’t be performed in combat. This skill ''does'' work on creatures that can't understand you, though unintelligent creatures may not react sensibly to some emotions.<br />
<br />
Available emotions are: Anger, Fear, Courage, Envy, Pride, Ambition.<br />
|-<br />
!{{Definition|Iron Will}}<br />
|<br />
|You can [[RESIST]] non-[[EPIC]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.<br />
Once per encounter you can RESIST a non-EPIC [[COMPEL]] with a declaration of resistance, individuality or other roleplay appropriate to your character.<br />
<br />
You can use these skills while performing other skills.<br />
|-<br />
!{{Definition|Motivate}}<br />
|Iron Will<br />
|With one minute of appropriate roleplay you can prepare any number of characters (optionally including yourself) to grant them [[EFFECT]]: You can [[RESIST]] one non-[[EPIC]] [[COMPEL]] or emotion EFFECT that would interfere with a specific goal or plan until sunrise. A person can only be the target of this skill once per day.<br />
<br />
Once per day with one minute of appropriate roleplay you can prepare any number of characters (including yourself) for the upcoming encounter, granting them [[EFFECT]]: +1 Hit for the next encounter.<br />
|-<br />
!{{Definition|Smooth Talker}}<br />
|<br />
|You know how to quickly de-escalate a situation. Following 5 seconds of appropriate roleplay orating, you can call “[[MASS]] [[EFFECT]]: Don’t start a fight.” once per encounter. The targets of this effect don’t necessarily feel any more friendly, but are willing to talk instead of fighting. Note the prohibition is only on ''starting'' a fight; if someone not subject to the effect starts one around them, they are free to join in, and the skill is ineffective if combat has already started.<br />
<br />
You can spend at least one minute of appropriate roleplay to spread a rumour or plan a campaign to attempt to influence a group of NPCs who are not present, but are on this plane. Other characters can assist with this. Spending Ducatto can also help. It is likely to take time for any influence to take effect.<br />
|}<br />
<br />
==Magic Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!Lead Ritual<br />
|<br />
|Choose an [[Natural Philosophy#Elements|element]]. You can lead formulaic [[Thaumaturgy|rituals]] of that element that you’ve learned and you learn the [[Formulaic Rituals#Consecrate|Consecrate]] ritual for that element. Once per day you can [[Thaumaturgy#Improvised Rituals|improvise]] a ritual for an element you can lead. This skill can be taken multiple times, choosing a different element each time.<br />
|-<br />
!Learn Ritual<br />
|Lead Ritual<br />
|Learn an additional two [[Formulaic Rituals|formulaic rituals]] of elements for which you have Lead Ritual. This skill can be taken multiple times, learning new rituals each time.<br />
|}<br />
<br />
==Science Skills==<br />
{| class="wikitable"<br />
!Skill<br />
!Prerequisites<br />
!Description<br />
|-<br />
!{{Definition|Alchemy}}<br />
|<br />
|You can perform [[alchemy]] to manifest first and second rank partials of alchemicals. You can use 2 ingredients safely. You can experiment with new recipes once per day.<br />
<br />
You can identify a known alchemical with a few moments of roleplay. You can identify an unknown alchemical with one minute of appropriate roleplay, destroying it.<br />
|-<br />
!Improved Alchemy<br />
|Alchemy<br />
|You can use 3 ingredients safely. You can experiment with new recipes twice per day.<br />
<br />
Once per day you can consume an additional alchemical before suffering from overdose.<br />
|-<br />
!Advanced Alchemy<br />
|Improved Alchemy<br />
|You can manifest third rank partials of alchemicals and use 4 ingredients safely. You can experiment with new recipes 3 times per day.<br />
<br />
You can use alchemicals that are Advanced Alchemist Only.<br />
|-<br />
!Master Alchemy<br />
|Advanced Alchemy<br />
|You can use 5 ingredients safely. You can manifest fourth rank partials of alchemicals and use fourth rank alchemicals. You can experiment with new recipes 4 times per day.<br />
|-<br />
!{{Definition|Reanimate}}<br />
|<br />
|With one minute of touch range appropriate roleplay you can reanimate a deceased mostly complete human corpse to allow a conversation with it. This may fail.<br />
<br />
With one minute of touch range appropriate roleplay you can restore a [[terminal]] character to full capability, but they will still die at the end of their terminal state unless they find a way to avert it. With extra materials you may even be able to increase their capabilities.<br />
<br />
Once per day you can CURE 1 yourself. You can use this while healthy or in the first 10s of incapacitation.<br />
|-<br />
!Surgery<br />
|<br />
|Surgery is a very common requirement for the treatment of [[wounds]].<br />
<br />
Three times per day with one minute of touch range appropriate roleplay you can examine a dead human and ask one question about it. You can also use this ability when [[#Dissection|dissecting]] non-human corpses. You can only do this once per corpse.<br />
|-<br />
!Field Medic<br />
|Surgery<br />
|You can suppress wounds with the [[#Patch Up|Patch Up]] skill two more times per day.<br />
|-<br />
!Rapid First Aid<br />
|Surgery<br />
|With 5 seconds of stationary touch range appropriate roleplay you can [[CURE]] 1 another character.<br />
|-<br />
!Graft<br />
|Surgery<br />
|With one minute of touch range appropriate roleplay you can [[Elemental Touch|graft elemental material]] on to people, or yourself (or another surgeon can do the operation under your direction if self-surgery is impractical), which can grant new abilities, usually with drawbacks.<br />
Your knowledge of grafts means you can use one basic graft with lessened mechanical drawback.<br />
<br />
You can spend a minute analysing an advanced resource to get an idea what sort of grafts can be done with it.<br />
<br />
If the target is unwilling the graft may be rejected.<br />
|-<br />
!Advanced Grafting<br />
|Graft<br />
|You can perform advanced grafts on yourself (or another surgeon can do the operation under your direction if self-surgery is impractical). There is no set list of advanced grafts, but consulting with a Keeper or task force staff could give insight on what is possible and what would be required to do it. Advanced grafts can be based on elemental grafts, or altering your own tissue with an alchemical.<br />
<br />
If you lose access to this skill for any reason, you no longer benefit from your advanced grafts.<br />
|}<br />
<br />
==Skill Rules==<br />
* If you take any [[#Magic Skills|magic skills]] you cannot then take [[#Science Skills|science skills]], and vice versa.<br />
* Skills can only be taken once unless otherwise specified.<br />
* Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).<br />
* An '''Unresisting''' target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[#Quickstart Rules|Incapacitated]], [[#Mortal Wounds and Terminal|Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.<br />
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.<br />
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.<br />
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.<br />
* Touch range skills can be used on yourself unless otherwise specified.<br />
* If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.<br />
* If participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.<br />
*You automatically stop performing a skill if incapacitated.<br />
*When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.<br />
*You cannot combine the effects of skills that grant calls. For example you can't perform [[Melee Expertise]] and [[Two-handed Prowess]] at the same time to strike for [[TRIPLE]] [[STUN]], or use a weapon skill and a weapon oil in the same strike.<br />
*You can only non-consensually take items from another character using the [[Search]] skill. You can however demand a character give you something, and threaten them if they don't.<br />
*When participating in a skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.<br />
**Note that for rituals the skill is always simply “Lead Ritual”. A ritual lead may mislead you as to the exact ritual you are participating in.<br />
**When participating in a skill led by another character, you will understand the true effect at its conclusion.<br />
**If you plan to perform a ritual in a covert or obfuscated way you should inform a ref.<br />
* If you believe you're having the same ritual cast on you a second time in a day, inform the caster.<br />
* If you believe you're casting the same ritual on a target the second time in a day, inform a ref.<br />
*Skill, [[Rogue#Tricks|trick]], [[Warrior#Techniques|technique]], [[Invoker#Focus Powers|focus power]] and [[Thaumaturgy#Formulaic Rituals|ritual]] slots can be left empty and then learned later.<br />
*Skills, tricks, techniques, focus powers and rituals can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.</div>Binkhttps://obscura.camlarp.co.uk/w/index.php?title=Spiritual_Philosophy&diff=2576Spiritual Philosophy2020-03-27T16:45:14Z<p>Bink: /* Maddonite Church */</p>
<hr />
<div>==Souls and Afterlife==<br />
The ''existence'' of souls is a largely undisputed fact, since they can be consumed in rituals and alchemy. There are a minority who believe that souls disappear or dissipate after death, but most believe that souls move on to another stage of existence. Most religions have an opinion on what happens after death and how living your life in a certain way affects this process, but there’s no overall consensus, and even within religions there can be significant variation. While it’s possible to speak to a recently dead person through Reanimation, they know of nothing after their death.<br />
<br />
==Major Religions==<br />
===Deidrism===<br />
For a long time natural philosophers have understood the elements are a fundamental part of the makeup of the universe. Long ago, seemingly shortly after the Sealing, Deidre founded a philosophical school extending this discovery into the spiritual. Deidrists believe that people who align their nature with a specific element are much more successful at impacting the world and leaving a lasting legacy. Since your ability to affect the world comes from embracing an element, difficulties may be a sign of too much balance in your life.<br />
<br />
The philosophical school itself is long in ruin but their teachings survive and enjoy great popularity. Deidrism is common among both the Venucci and Enclaves. Thaumaturgy and alchemy are an important part of Deidrists lives, and Deidrists frequently consume simple [[alchemy|alchemicals]] or perform rituals of [[Formulaic Rituals#Consecrate|consecration]] to aid in their spiritual endeavours.<br />
<br />
When Deidrists are challenged the common recourse is to meditate on how to better embrace the elements in their lives. If they see another challenged, they will often encourage them to adopt a more extreme approach to the situation, in line with the elements.<br />
<br />
===Supremism===<br />
Supremists believe that humans are the supreme beings in the world because they are the only beings proven to possess souls. The world is their inheritance and it is their destiny to claim it. The notion that there might be beings or powers more important or potent than the soul is anathema.<br />
<br />
Supremists believe that natural philosophy contains useful tools, but when applied to the spiritual they quickly become an insidious force polluting pure human will. They explicitly reject Deirdrists’ beliefs that the elements are an important part of spirituality.<br />
<br />
Supremists believe that every soul has a moral imperative to impose their will upon the world, for that is the path to the ascension of humanity. When Supremists are challenged, or see others having trouble, they’re encouraged to remember that within them there is a soul, which is the greatest force in the universe, and that they should trust in themselves and do what they think is right.<br />
<br />
===Maddonite Church===<br />
This institution is very old. The main thrust of the teachings speak of the life and deeds of Maddon the Martyr, a messianic figure who rose from simple origins and saved the world. The official symbol of the Maddonite Church is blue flowers.<br />
<br />
The Maddonite Church teaches that in the old times, red-skinned demons walked among us and inflicted suffering on humanity. We were playthings or hunted for sport, with some demons being more elaborate and clever in their torment, whispering terrible things into our minds during the small hours of the night. The most terrible of these was Jittal, a truly insidious creature that could drive anyone to madness within a span.<br />
<br />
When humanity could suffer no more, Maddon came forth, whose grace and mercy shone so brightly the demons could not stand it. Wherever Maddon gave sermons, the demons were evicted from the world. Eventually all the demons were cast back to the underworld except for Jittal who still escaped. Realizing that Jittal was too powerful, Maddon performed the ultimate sacrifice and embraced Jittal, making the Sealing and forever imprisoning them both in the underworld. It is said that Maddon will return in the darkest hour to save the world one last time.<br />
<br />
The Church believes that the soul is the origin of all that is good in the world, and teaches of an afterlife beyond the physical world. It’s imperative that the soul passes on to the afterlife to enrich it too. This makes Maddon’s sacrifice momentous, because Maddon’s soul was imprisoned with Jittal, denying them a place in the afterlife.<br />
<br />
As Maddon banished the demons with words and sermons, not violence, so are Maddonites encouraged to accomplish their aims with words. Some members of the Maddonite Church take an oath forbidding them from striking a sentient creature first. However Maddonites are permitted, and even encouraged, to pacify an enemy who is violent.<br />
<br />
When Maddonites are challenged, they’re encouraged to meditate on the example and inspiration of Maddon’s life, and the sacrifice they made.<br />
<br />
While Deirdrists and Supremists are philosophically at odds, Maddonism is not opposed to either of the other religions, and it's not unknown for a person to be a Maddonite Deirdrist or Maddonite Supremist (as well as believing in neither and just being a Maddonite).<br />
<br />
====Recent Events====<br />
Recently revelations have come to light regarding Maddon's life and works. It's confirmed that Maddon performed the Sealing, but instead of Jittal being their adversary that they fought against, Jittal instead ''aided'' Maddon. It's now widely believed that the "Demons" of legend are not in fact Chaos elementals, but are instead some other beings.</div>Bink