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	<id>https://citadel.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Azurit</id>
	<title>Citadel - User contributions [en]</title>
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	<updated>2026-06-02T22:34:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1117</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1117"/>
		<updated>2019-02-07T10:56:05Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Basic Agendas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
Your character has an entire week of off-screen life that we do not roleplay. You can inform the refs about some of the things your character doing in this time. This is entirely optional and if you do not submit a downtime for your character, we will assume they scavenged for resources and you will start the next interactive with an extra random basic resource.&lt;br /&gt;
&lt;br /&gt;
==== Submitting Downtime ====&lt;br /&gt;
&lt;br /&gt;
Downtime can be submitted using this [https://docs.google.com/forms/d/e/1FAIpQLSeoL995YkFfMp2V__vq2DwT3xRUXKabFVbmEtzU6s9OpWjkpA/viewform?usp=sf_link form]. The deadline to submit the downtime is usually midnight on Sunday.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Mechanics and Limitations ====&lt;br /&gt;
&lt;br /&gt;
During Downtime the Citadel is closed. It is not possible to interact with the inside of the Citadel during downtime, unless there was an explicit uptime opportunity which the refs made clear. Although player action may force such an opportunity, such will be the exception and not the rule. In the absence of such an opportunity, here is the basic list of Downtime options.&lt;br /&gt;
&lt;br /&gt;
Problems cannot be solved during Downtime. You can only alter the course of a problem, or make certain encounters happen in uptime, so that the problem can be solved in play.&lt;br /&gt;
&lt;br /&gt;
==== Basic Agendas ====&lt;br /&gt;
&#039;&#039;Agendas marked with an asterisk (*) mimic corresponding [[Skills#Income and Downtime|skills]], their effect is roughly equivalent to the skill in question&#039;&#039;&lt;br /&gt;
{| &lt;br /&gt;
! Find Rumours* &lt;br /&gt;
| Get a rumour or two.&lt;br /&gt;
|- &lt;br /&gt;
! Investigate&lt;br /&gt;
| Gather information and intelligence. This is very broad in scope and information provided depends on the investigated target.&lt;br /&gt;
|- &lt;br /&gt;
! Scavenge* &lt;br /&gt;
| Gain more basic resources, or gain a specific item&lt;br /&gt;
|- &lt;br /&gt;
! Sabotage&lt;br /&gt;
| Delays a faction from achieving a specific goal. This will not solve a problem, at best it will change a problem into a different problem.&lt;br /&gt;
|- &lt;br /&gt;
! Contact&lt;br /&gt;
| The contacted NPC or Faction representatives will turn up at Citadel in uptime.&lt;br /&gt;
|-&lt;br /&gt;
! Assist&lt;br /&gt;
| You may help an NPC or a Faction in a specific or a general way. This will not solve a problem, but it might mitigate some of the effects on a given NPC or Faction. They might become more pleasantly inclined towards you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced Agendas ====&lt;br /&gt;
&lt;br /&gt;
Anything else. Not formalised, might not work in your favour. Having fed followers or connections will help you. Examples include spreading a rumour, raiding a faction or codifying a communion that you have successfully performed in during the interactive.&lt;br /&gt;
&lt;br /&gt;
=== Downtime effects ===&lt;br /&gt;
&lt;br /&gt;
You cannot solve a problem in Downtime, but you can make sure it appears in uptime, or weaken its position prior to uptime.&lt;br /&gt;
&lt;br /&gt;
Finding out about novel things, or crafting new things, is primarily an uptime endeavour. Investigate is not a &#039;&#039;Research&#039;&#039; agenda, it&#039;s a &#039;&#039;Gather Information&#039;&#039; agenda. Downtime may be an appropriate venue to warn refs about upcoming attempts to cool things, however, as prepared refs write better results.&lt;br /&gt;
&lt;br /&gt;
The effects as described involve the basic results one can gain from downtimes. Having the connection skills or fed followers will improve the effects of downtime actions. This means the sabotage is more potent or prevents a faction from achieving goal for long term, contacts come with favourable disposition or even bearing tribute, information gathering may yield other unrelated actionable intelligence etc.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1116</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1116"/>
		<updated>2019-02-01T11:58:02Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Kerberos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;br /&gt;
&lt;br /&gt;
=== Less Known Advanced AIs ===&lt;br /&gt;
&lt;br /&gt;
Very little is known about these Advanced AIs.&lt;br /&gt;
&lt;br /&gt;
==== Secretariat(s) ====&lt;br /&gt;
Attend on Super AIs. Can be petitioned to get the attention of a Super AI.&lt;br /&gt;
&lt;br /&gt;
==== Agen(s) ====&lt;br /&gt;
Biome overseer AIs with oddly human personalities.&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
==== Keraunos ====&lt;br /&gt;
==== Panopticon ====&lt;br /&gt;
==== Keppra ====&lt;br /&gt;
==== Kerberos ====&lt;br /&gt;
[[File:Kerberos.png|Hecking guardian]]&lt;br /&gt;
&lt;br /&gt;
==== Unit 18 ====&lt;br /&gt;
==== Unit 12 ====&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=File:Kerberos.png&amp;diff=1115</id>
		<title>File:Kerberos.png</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=File:Kerberos.png&amp;diff=1115"/>
		<updated>2019-02-01T11:55:53Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=1114</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=1114"/>
		<updated>2018-11-22T14:01:22Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System}}&lt;br /&gt;
&lt;br /&gt;
* Robb Smith (Eurus Hamsterfey) - &#039;&#039;Head Ref&#039;&#039;&lt;br /&gt;
* Nicholas Heitler&lt;br /&gt;
* Rae Howard&lt;br /&gt;
* ‎Tomáš Pilař&lt;br /&gt;
* Ivan Slipper - &#039;&#039;Writing Ref&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to contact the Ref Team, use [mailto:larp-refs@srcf.net larp-refs@srcf.net]&lt;br /&gt;
&lt;br /&gt;
==== Buffered Contact ====&lt;br /&gt;
&lt;br /&gt;
If you have an issue that you want to raise, but want to have it filtered and buffered by a third person before reaching the ref team as a whole, for anonymity or other reasons, use [mailto:citadellarp@gmail.com citadellarp@gmail.com]. Emails sent to this address will only be directly read by Ivan, and he will pass on anything you want passed on, filtered as requested by the sender.&lt;br /&gt;
&lt;br /&gt;
==== Wiki ====&lt;br /&gt;
&lt;br /&gt;
We aim to keep the wiki up to date so that it can be considered an authoritative resource for the setting and the system. There has been changes to the system over the time it ran, these can be seen [[Patch Notes|here]].&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=1113</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=1113"/>
		<updated>2018-11-22T13:57:42Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
: &#039;&#039;Please familiarise yourself with the [[Safety|safety]] rules&lt;br /&gt;
Hit points are global; you lose at least one hit whenever you are struck by a weapon. If any effect brings you below 1HP, your HP are set to 0.&lt;br /&gt;
&lt;br /&gt;
===States of Being===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Normal		&lt;br /&gt;
|You are on more than 0HP. You may use any abilities that do not explicitly say otherwise.&lt;br /&gt;
|-&lt;br /&gt;
!Dying:		&lt;br /&gt;
|You are on 0HP. You are conscious, but must fall or crouch, and are unable to move about (except for reasons of safety) and may only use abilities which are explicitly possible whilst dying. If you receive a CURE call, then you may get back up and continue on as normal. After your bleed count (normally 90s) you become Terminal. You may talk and scream dying.&lt;br /&gt;
|-&lt;br /&gt;
!Terminal: 	&lt;br /&gt;
|You’re going to die and can’t use any abilities, but you can eke out that last piece of wisdom or final scene before you go. You may not move under your own power. Healing has no effect on you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Coup de Grace ====&lt;br /&gt;
* &#039;&#039;&#039;It takes 10 seconds to execute a dying or terminal character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It must be obvious to others that you are executing someone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may execute a dying or a terminal character with 10 seconds of an appropriate role play. You must be in melee range and your role play must be obvious. It must be clear to anyone within a couple of meters that you are executing your target. &lt;br /&gt;
&lt;br /&gt;
A common way to ensure fairness is to loudly count &amp;quot;Executing X&amp;quot; from one to ten before actually performing the deed, but you may of course choose differently.&lt;br /&gt;
&lt;br /&gt;
===Citadel System Calls===&lt;br /&gt;
&#039;&#039;For a list of calls see [[Calls|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You may make one call per second&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ranged calls have maximum range of 10m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every weapon hit is an implicit SINGLE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every arrow hit is an implicit CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee calls require you to hit with a weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;TRIPLE&amp;quot;). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STRIKEDOWN” or *arms wide* “WIDE MUTATE”). &lt;br /&gt;
&lt;br /&gt;
You may imply a SINGLE, foregoing saying it; if you are hit by a LARP-safe weapon and no call is made, assume that the call is SINGLE. Likewise, all Arrows and Bolts deal CRUSH, it is not necessary to say this, and if you are hit by an arrow, then you must take the CRUSH call.&lt;br /&gt;
&lt;br /&gt;
In melee, you are only allowed to make one blow per second. Please do not “drumroll” by tapping your weapon quickly against the target. It is acceptable to parry and block melee blows, but please do not attempt to parry arrows; if you are lucky enough to be using a shield, you may block them. It is completely unsafe to parry arrows, for everyone near you as well as you. If you accidentally parry an arrow, please act as though it hit you.&lt;br /&gt;
&lt;br /&gt;
You may not make more than one call per second. This includes the implied SINGLE when you tap someone with your LARP-safe weapon. A single call which combines two effects, for example TRIPLE STRIKEDOWN counts as a single call.&lt;br /&gt;
&lt;br /&gt;
If two mutually incompatible calls hit you, other than EFFECT calls, then take the most recent one. If two different EFFECT calls clash, see a ref.&lt;br /&gt;
&lt;br /&gt;
=== Resistances and Tags ===&lt;br /&gt;
* &#039;&#039;&#039;Resistances require wearing a corresponding tag&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a call does not have its intended effect, the target of the call must call RESIST. This applies both in the case when the effect is entirely nullified and in the case that the effect is reduced.&lt;br /&gt;
&lt;br /&gt;
Two broad cases of resistance are common in the the system, resistance to damage and and resistance to CRUSH. These are always signposted by the target wearing a specific tag. The appropriate skill or ability may not be used if the person does not wear the corresponding tag.&lt;br /&gt;
&lt;br /&gt;
==== Nimble ====&lt;br /&gt;
The Dodge skill and similar innate abilities allow the target to call RESIST to reduce any damage call (i.e. not EFFECT, CURSE or MUTATE) to SINGLE instead. The tag informs observers that the particular person or creature seems very nimble and likely capable of dodging blows. The Nimble Tag is yellow.&lt;br /&gt;
&lt;br /&gt;
==== Sturdy ====&lt;br /&gt;
The Skilled Deflection skill and similar innate abilities allow someone to call RESIST to reduce CRUSH to TRIPLE instead. The corresponding tag informs observers that this creature or person is particularly sturdy and blows that would ordinarily fell the creature or person might not be as effective. The Sturdy Tag is blue.&lt;br /&gt;
&lt;br /&gt;
==== Immune to Subversion ====&lt;br /&gt;
Some AI and creatures are immune to character influence and cannot be subverted. The deadlock AI are one such example. The Immunity Tag is white.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
* &#039;&#039;&#039;Warriors start with a pool of two stamina&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stamina is spent on heroic feats if the Warrior has appropriate skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stamina pool regenerates after 30 seconds of appropriate roleplay while not in combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warriors possess a pool of inner strength called stamina they can draw on to perform heroic feats. &lt;br /&gt;
&lt;br /&gt;
Starting Warriors get a pool of two stamina which can be enlarged by learning appropriate skills. This pool regenerates with 30 seconds of appropriate roleplay while not in combat. This could be represented by catching a second wind, walking off stiff muscles or sitting down and chatting with friends.&lt;br /&gt;
&lt;br /&gt;
== Non-contact combat ==&lt;br /&gt;
&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons. If you wish to attack a character played by someone who is non-contact do not strike or swing with your weapon. Instead you must be close enough to strike them, point your weapon at them and call damage as though you were striking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=1112</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=1112"/>
		<updated>2018-11-22T13:54:17Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
: &#039;&#039;Please familiarise yourself with the [[Safety|safety]] rules&lt;br /&gt;
Hit points are global; you lose at least one hit whenever you are struck by a weapon. If any effect brings you below 1HP, your HP are set to 0.&lt;br /&gt;
&lt;br /&gt;
===States of Being===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Normal		&lt;br /&gt;
|You are on more than 0HP. You may use any abilities that do not explicitly say otherwise.&lt;br /&gt;
|-&lt;br /&gt;
!Dying:		&lt;br /&gt;
|You are on 0HP. You are conscious, but must fall or crouch, and are unable to move about (except for reasons of safety) and may only use abilities which are explicitly possible whilst dying. If you receive a CURE call, then you may get back up and continue on as normal. After your bleed count (normally 90s) you become Terminal. You may talk and scream dying.&lt;br /&gt;
|-&lt;br /&gt;
!Terminal: 	&lt;br /&gt;
|You’re going to die and can’t use any abilities, but you can eke out that last piece of wisdom or final scene before you go. You may not move under your own power. Healing has no effect on you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Execution ====&lt;br /&gt;
You may execute a dying or a terminal character with 10 seconds of an appropriate role play. You must be in melee range and your role play must be obvious. It must be clear to anyone within a couple of meters that you are executing your target. &lt;br /&gt;
&lt;br /&gt;
A common way to ensure fairness is to loudly count &amp;quot;Executing X&amp;quot; from one to ten before actually performing the deed.&lt;br /&gt;
&lt;br /&gt;
===Citadel System Calls===&lt;br /&gt;
&#039;&#039;For a list of calls see [[Calls|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You may make one call per second&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ranged calls have maximum range of 10m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every weapon hit is an implicit SINGLE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every arrow hit is an implicit CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee calls require you to hit with a weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;TRIPLE&amp;quot;). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STRIKEDOWN” or *arms wide* “WIDE MUTATE”). &lt;br /&gt;
&lt;br /&gt;
You may imply a SINGLE, foregoing saying it; if you are hit by a LARP-safe weapon and no call is made, assume that the call is SINGLE. Likewise, all Arrows and Bolts deal CRUSH, it is not necessary to say this, and if you are hit by an arrow, then you must take the CRUSH call.&lt;br /&gt;
&lt;br /&gt;
In melee, you are only allowed to make one blow per second. Please do not “drumroll” by tapping your weapon quickly against the target. It is acceptable to parry and block melee blows, but please do not attempt to parry arrows; if you are lucky enough to be using a shield, you may block them. It is completely unsafe to parry arrows, for everyone near you as well as you. If you accidentally parry an arrow, please act as though it hit you.&lt;br /&gt;
&lt;br /&gt;
You may not make more than one call per second. This includes the implied SINGLE when you tap someone with your LARP-safe weapon. A single call which combines two effects, for example TRIPLE STRIKEDOWN counts as a single call.&lt;br /&gt;
&lt;br /&gt;
If two mutually incompatible calls hit you, other than EFFECT calls, then take the most recent one. If two different EFFECT calls clash, see a ref.&lt;br /&gt;
&lt;br /&gt;
=== Resistances and Tags ===&lt;br /&gt;
* &#039;&#039;&#039;Resistances require wearing a corresponding tag&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a call does not have its intended effect, the target of the call must call RESIST. This applies both in the case when the effect is entirely nullified and in the case that the effect is reduced.&lt;br /&gt;
&lt;br /&gt;
Two broad cases of resistance are common in the the system, resistance to damage and and resistance to CRUSH. These are always signposted by the target wearing a specific tag. The appropriate skill or ability may not be used if the person does not wear the corresponding tag.&lt;br /&gt;
&lt;br /&gt;
==== Nimble ====&lt;br /&gt;
The Dodge skill and similar innate abilities allow the target to call RESIST to reduce any damage call (i.e. not EFFECT, CURSE or MUTATE) to SINGLE instead. The tag informs observers that the particular person or creature seems very nimble and likely capable of dodging blows. The Nimble Tag is yellow.&lt;br /&gt;
&lt;br /&gt;
==== Sturdy ====&lt;br /&gt;
The Skilled Deflection skill and similar innate abilities allow someone to call RESIST to reduce CRUSH to TRIPLE instead. The corresponding tag informs observers that this creature or person is particularly sturdy and blows that would ordinarily fell the creature or person might not be as effective. The Sturdy Tag is blue.&lt;br /&gt;
&lt;br /&gt;
==== Immune to Subversion ====&lt;br /&gt;
Some AI and creatures are immune to character influence and cannot be subverted. The deadlock AI are one such example. The Immunity Tag is white.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
* &#039;&#039;&#039;Warriors start with a pool of two stamina&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stamina is spent on heroic feats if the Warrior has appropriate skills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stamina pool regenerates after 30 seconds of appropriate roleplay while not in combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Warriors possess a pool of inner strength called stamina they can draw on to perform heroic feats. &lt;br /&gt;
&lt;br /&gt;
Starting Warriors get a pool of two stamina which can be enlarged by learning appropriate skills. This pool regenerates with 30 seconds of appropriate roleplay while not in combat. This could be represented by catching a second wind, walking off stiff muscles or sitting down and chatting with friends.&lt;br /&gt;
&lt;br /&gt;
== Non-contact combat ==&lt;br /&gt;
&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons. If you wish to attack a character played by someone who is non-contact do not strike or swing with your weapon. Instead you must be close enough to strike them, point your weapon at them and call damage as though you were striking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1111</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1111"/>
		<updated>2018-11-22T13:49:29Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something other than surviving with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs or tied hessian baggies.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads. Amongst others, there are two well known advanced reagents. Green reagents will grant three temporary hits when used in a surgery while red reagents will grant a single RESIST to a combat call (as per Dodge skill) when used in a surgery.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
All characters gain one XP every week immediatelly following the interactive. This happens regardless whether you play or crew or not show up at all. The XP level is effectively system-wide.&lt;br /&gt;
&lt;br /&gt;
The XP may be spent to purchase new skills for a character. This may be done immediately before a linear or when submitting a downtime.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1110</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1110"/>
		<updated>2018-11-22T13:48:05Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something other than surviving with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads. Amongst others, there are two well known advanced reagents. Green reagents will grant three temporary hits when used in a surgery while red reagents will grant a single RESIST to a combat call (as per Dodge skill) when used in a surgery.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
All characters gain one XP every week immediatelly following the interactive. This happens regardless whether you play or crew or not show up at all. The XP level is effectively system-wide.&lt;br /&gt;
&lt;br /&gt;
The XP may be spent to purchase new skills for a character. This may be done immediately before a linear or when submitting a downtime.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=1109</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=1109"/>
		<updated>2018-11-22T13:44:01Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
Wounds have two parts, the &#039;&#039;acute&#039;&#039; effect, and the &#039;&#039;lingering&#039;&#039; effect. Immediately after acquiring the wound, the character starts suffering from the &#039;&#039;acute&#039;&#039; effect. Once the would has been healed, the acute effect disappears but the character will suffer the &#039;&#039;lingering&#039;&#039; effect until the next TIMEOUT. Using reagents while performing surgery may remove the lingering effect if the wound card text permits this.&lt;br /&gt;
&lt;br /&gt;
Effects that suppress or ignore wounds only suppress a particular wound; there are no abilities which will allow you to ignore all wounds for longer than a single encounter. Wound effects are cumulative, if applicable. &lt;br /&gt;
&lt;br /&gt;
===Example Wounds===&lt;br /&gt;
&lt;br /&gt;
====Snapped Limb====&lt;br /&gt;
Your limb has been severely damaged. You find it almost impossible to move it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acute:&#039;&#039;&#039; Treat the limb as ruined &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lingering (removable by reagent):&#039;&#039;&#039; You treat DOUBLE and TRIPLE to the targeted limb as CRUSH as your limb is prone to dislocating at the site of injury&lt;br /&gt;
&lt;br /&gt;
==== Punctured Lung====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acute:&#039;&#039;&#039; Your breathing is laboured, you may not speak louder than a whisper, and you are unable to muster the energy to use any Warrior skills, rites, rituals, powers or comunions. If you go untreated for five minutes you will become Terminal, you are aware of this impending doom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lingering:&#039;&#039;&#039; Your chest is still heavy, you find it difficult to raise your voice, taking twice as long to recover Stamina, or Focus. Healing all your hits without a reagent also takes twice as long: let the medic know as they start.&lt;br /&gt;
&lt;br /&gt;
====Overload====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acute:&#039;&#039;&#039; Your brain is surging with energy, which fills you with thoughts and feelings. Any roleplaying effects from AIs are magnified, and you are constantly distracted by flashing pain; you cannot regain Focus or Stamina. This can only be healed by a surgical grounding of the energies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lingering&#039;&#039;&#039;: You have 1 fewer maximum Focus. If you do not have Focus, lucky you.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Techgnosis&amp;diff=1108</id>
		<title>Skills/Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Techgnosis&amp;diff=1108"/>
		<updated>2018-11-22T13:40:49Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Abilities and Housing ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Technopath&lt;br /&gt;
|Dead-Strain, Reading&lt;br /&gt;
|Free&lt;br /&gt;
|&#039;&#039;&#039;Ritual of Initiation:&#039;&#039;&#039; Houses willing AI in your housing or your ka&lt;br /&gt;
|-&lt;br /&gt;
!Self-Improvement&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|You may house Advanced AI in your ka&lt;br /&gt;
|-&lt;br /&gt;
!Compartmentalise&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|You may house an additional AI in your ka&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&#039;&#039;These skills provide [[Techgnosis#Rituals|rituals]] a Technopath can cast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Request&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Summon a Basic AI&lt;br /&gt;
|-&lt;br /&gt;
!Petition&lt;br /&gt;
|Request&lt;br /&gt;
|3&lt;br /&gt;
|Summon a Advanced AI&lt;br /&gt;
|-&lt;br /&gt;
!Beseech&lt;br /&gt;
|Petition&lt;br /&gt;
|4&lt;br /&gt;
|Contact a specific Super AI you know.&lt;br /&gt;
|-&lt;br /&gt;
!Dispatch&lt;br /&gt;
|Technopath&lt;br /&gt;
|1&lt;br /&gt;
|Dehouses a willing AI without harming it or the housing.&lt;br /&gt;
|-&lt;br /&gt;
!Bind&lt;br /&gt;
|Technopath&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) Houses a willing AI in someone else&#039;s housing or Ka.&lt;br /&gt;
|-&lt;br /&gt;
!Create Shell&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Animates and gives voice to a dead body using scrap. If done soon after death, temporarily brings the target back.&lt;br /&gt;
|-&lt;br /&gt;
!Empower Shell&lt;br /&gt;
|Create Shell&lt;br /&gt;
|3&lt;br /&gt;
|Empowers a created shell to house an AI. This increases the capability of the shell and potentially removes the temporary nature of the shell.&lt;br /&gt;
|-&lt;br /&gt;
!Identify&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Identifies the purpose of a machine or the name and nature of a housed AI.&lt;br /&gt;
|-&lt;br /&gt;
!Form Housing&lt;br /&gt;
|Technopath&lt;br /&gt;
|4&lt;br /&gt;
|Creates a device capable of housing an AI using scrap.&lt;br /&gt;
|-&lt;br /&gt;
!Isolate&lt;br /&gt;
|Dispatch&lt;br /&gt;
|3&lt;br /&gt;
|Isolate an AI from interacting with its housing, rendering it inert. May be used to modify a housing into a trap. May also be used to reduce the effects of the housing on the AI. This ritual may only be performed on a housing, black box or a shell, not a hologram.&lt;br /&gt;
|-&lt;br /&gt;
!Expunge&lt;br /&gt;
|Isolate&lt;br /&gt;
|3&lt;br /&gt;
|Dehouses or rehouses a resisting AI. May be performed on a hologram and will affect their current housing.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1107</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1107"/>
		<updated>2018-11-22T13:39:03Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Secretariat(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;br /&gt;
&lt;br /&gt;
=== Less Known Advanced AIs ===&lt;br /&gt;
&lt;br /&gt;
Very little is known about these Advanced AIs.&lt;br /&gt;
&lt;br /&gt;
==== Secretariat(s) ====&lt;br /&gt;
Attend on Super AIs. Can be petitioned to get the attention of a Super AI.&lt;br /&gt;
&lt;br /&gt;
==== Agen(s) ====&lt;br /&gt;
Biome overseer AIs with oddly human personalities.&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
==== Keraunos ====&lt;br /&gt;
==== Panopticon ====&lt;br /&gt;
==== Keppra ====&lt;br /&gt;
==== Kerberos ====&lt;br /&gt;
==== Unit 18 ====&lt;br /&gt;
==== Unit 12 ====&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1106</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1106"/>
		<updated>2018-11-22T13:38:55Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Agen(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;br /&gt;
&lt;br /&gt;
=== Less Known Advanced AIs ===&lt;br /&gt;
&lt;br /&gt;
Very little is known about these Advanced AIs.&lt;br /&gt;
&lt;br /&gt;
==== Secretariat(s) ====&lt;br /&gt;
Advanced AIs that attend on Super AIs. Can be petitioned to get the attention of a Super AI.&lt;br /&gt;
&lt;br /&gt;
==== Agen(s) ====&lt;br /&gt;
Biome overseer AIs with oddly human personalities.&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
==== Keraunos ====&lt;br /&gt;
==== Panopticon ====&lt;br /&gt;
==== Keppra ====&lt;br /&gt;
==== Kerberos ====&lt;br /&gt;
==== Unit 18 ====&lt;br /&gt;
==== Unit 12 ====&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1105</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1105"/>
		<updated>2018-11-22T13:38:22Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Secretariat(s) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;br /&gt;
&lt;br /&gt;
=== Less Known Advanced AIs ===&lt;br /&gt;
&lt;br /&gt;
Very little is known about these Advanced AIs.&lt;br /&gt;
&lt;br /&gt;
==== Secretariat(s) ====&lt;br /&gt;
Advanced AIs that attend on Super AIs. Can be petitioned to get the attention of a Super AI.&lt;br /&gt;
&lt;br /&gt;
==== Agen(s) ====&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
==== Keraunos ====&lt;br /&gt;
==== Panopticon ====&lt;br /&gt;
==== Keppra ====&lt;br /&gt;
==== Kerberos ====&lt;br /&gt;
==== Unit 18 ====&lt;br /&gt;
==== Unit 12 ====&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1104</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1104"/>
		<updated>2018-11-22T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* The Wanderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;br /&gt;
&lt;br /&gt;
=== Less Known Advanced AIs ===&lt;br /&gt;
&lt;br /&gt;
Very little is known about these Advanced AIs.&lt;br /&gt;
&lt;br /&gt;
==== Secretariat(s) ====&lt;br /&gt;
==== Agen(s) ====&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
==== Keraunos ====&lt;br /&gt;
==== Panopticon ====&lt;br /&gt;
==== Keppra ====&lt;br /&gt;
==== Kerberos ====&lt;br /&gt;
==== Unit 18 ====&lt;br /&gt;
==== Unit 12 ====&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1103</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1103"/>
		<updated>2018-11-22T13:30:38Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Calling and Housing AIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the ritual will intuitively know the intent of the ritual from the moment it starts. The participants are however not automatically privy to the details of the ritual unless the lead technopath decides to share them. For example, the lead technopath does not need to inform other participants of the specific AI they are requesting but all participants will know that they are requesting an AI.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual will intuitively know both the intent and the details of the ritual that targets them and they will obtain this knowledge at the start of the ritual performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
Lead technopaths may always target themselves or one of the participants.&lt;br /&gt;
&lt;br /&gt;
A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways. &lt;br /&gt;
&lt;br /&gt;
If the AI is asked to performed a single service such as a combat call, then the payment will likely consist of a lump sum and the AI will leave afterwards. If the service is recurring, the cost is likely to also recur. The AI will likely waive the cost if the combat call is to be performed at the AIs discretion instead of when the character wants.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1102</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1102"/>
		<updated>2018-11-22T13:29:28Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Calling and Housing AIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the ritual will intuitively know the intent of the ritual from the moment it starts. The participants are however not automatically privy to the details of the ritual unless the lead technopath decides to share them. For example, the lead technopath does not need to inform other participants of the specific AI they are requesting but all participants will know that they are requesting an AI.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual will intuitively know both the intent and the details of the ritual that targets them and they will obtain this knowledge at the start of the ritual performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
Lead technopaths may always target themselves or one of the participants.&lt;br /&gt;
&lt;br /&gt;
A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways. &lt;br /&gt;
&lt;br /&gt;
If the AI is asked to performed a service such as a combat call, then the payment will also depend on if the service is for one call after which the AI will leave or if the service is recurring in which case the cost is likely to be also recurring. The AI will likely waive the cost if the combat call is to be performed at the AIs discretion instead of when the character wants.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=1101</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=1101"/>
		<updated>2018-11-22T13:26:27Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
== Equipment types ==&lt;br /&gt;
&lt;br /&gt;
As with many LARP games, we represent weapons and shields with specially constructed props.  These are constructed from high-density plastic foam, usually with a GRP (fibreglass) or CFRP (carbon fibre) core, sealed with a layer of latex and varnish.  They are designed not to cause injury or damage, but you should still be aware of our [[Safety#Weapon safety|weapon safety]] rules when fighting with them.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of weapon you can use it normally: you can use it to strike an opponent (for implied SINGLE or any other call you have access to) and you can block or parry with it.  If you are &#039;&#039;not&#039;&#039; proficient with a class of weapon, you cannot strike with it, and if you parry or block with it you take the full effect of the blow.&lt;br /&gt;
&lt;br /&gt;
Every character is proficient with short and one-handed weapons.  Some skills grant proficiency with other weapon classes.&lt;br /&gt;
&lt;br /&gt;
For safety reasons, you &#039;&#039;must not stab or thrust&#039;&#039; except with a specially constructed thrust-safe weapon, and only after you have had a safety briefing.  Similarly, you may only use a large thrown weapon or a bow or crossbow after you have had a safety briefing.&lt;br /&gt;
&lt;br /&gt;
Weapon classes are defined as follows:&lt;br /&gt;
* &#039;&#039;&#039;Short weapon:&#039;&#039;&#039; 8” to 24” in length.&lt;br /&gt;
* &#039;&#039;&#039;One-handed weapon:&#039;&#039;&#039; 24” to 42” in length.&lt;br /&gt;
* &#039;&#039;&#039;Two-handed weapon:&#039;&#039;&#039; 42” to 60” in length.&lt;br /&gt;
* &#039;&#039;&#039;Polearm:&#039;&#039;&#039; 60” to 84” in length.  May be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Thrown weapons:&#039;&#039;&#039; Core-less, throw safe, 8&amp;quot; to 24&amp;quot; in length.&lt;br /&gt;
* &#039;&#039;&#039;One-handed spear:&#039;&#039;&#039; 60” to 84” in length.  Must be thrust-safe.&lt;br /&gt;
* &#039;&#039;&#039;Bow&#039;&#039;&#039; or &#039;&#039;&#039;Crossbow:&#039;&#039;&#039; May only be used to shoot padded arrows or bolts.&lt;br /&gt;
&lt;br /&gt;
=== Shields ===&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;proficient&#039;&#039; with a class of shield you can block with it normally.  If you are &#039;&#039;not&#039;&#039; proficient with a class of shield, if you block with it you take the full effect of the blow.  You may not strike or charge an opponent using a buckler or shield. You may not dual wield shields or shield and a buckler.&lt;br /&gt;
&lt;br /&gt;
Some skills grant proficiency with bucklers and shields.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Buckler:&#039;&#039;&#039; up to 15” in any dimension, held in one hand.&lt;br /&gt;
* &#039;&#039;&#039;Shield:&#039;&#039;&#039; up to 48” in any dimension, held in one hand.&lt;br /&gt;
&lt;br /&gt;
=== Armour ===&lt;br /&gt;
* &#039;&#039;&#039;Armour must cover torso and should look like it could be armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Coolness is better than weight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your armour must cover your torso for you to get any benefit from it, and we encourage you to wear armour on your arms, legs, and/or head if you can. The phys-rep requirements are light, you armour should look like it could be armour - there are no material requirements but you should try to look awesome.&lt;br /&gt;
&lt;br /&gt;
==== Basic Armour====&lt;br /&gt;
* &#039;&#039;&#039;Anyone can wear Armour to gain one extra body hit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour does not require materials to create or for upkeep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour to gain one additional Hit. Some skills increase the number of body hits armour provides. Anyone may craft or repair Basic Armour.&lt;br /&gt;
&lt;br /&gt;
====Advanced Armour ====&lt;br /&gt;
* &#039;&#039;&#039;Advanced Armour provides no benefits without the Armour Adept skill&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may craft Advanced Armour using 5 scrap if you have the Dentbasher skill&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advanced Armour has weekly upkeep of one scrap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced armour has a higher plateau of hits it can grant you.&lt;br /&gt;
&lt;br /&gt;
Creation of Advanced Armour requires five scrap and maintaining it requires a further scrap per week. Only characters with the Dentbasher skill can craft Advanced Armour. Upgrading Basic Armour into Advanced armour also costs five scrap.&lt;br /&gt;
&lt;br /&gt;
If you have the ability to take a reduced effect from CRUSH, you must wear a [[Combat#Resistances_and_Tags|Tag]].&lt;br /&gt;
&lt;br /&gt;
==== Customization ====&lt;br /&gt;
* &#039;&#039;&#039;You may customize your own set of armour if you have the Dentbasher skill&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Basic Armour can have up to one common property, Advanced Armour can have up to two.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Applying common property requires one scrap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you possess the &#039;&#039;&#039;Dentbasher&#039;&#039;&#039; skill, you can apply special properties to your set of armour. Only people with the skill can actually benefit from the customisation. You may customise both Basic and Advanced armour but the latter can have up to two common properties.&lt;br /&gt;
&lt;br /&gt;
Applying a common property costs one Scrap. If you start with the skill, you may start with one common property already applied. &lt;br /&gt;
&lt;br /&gt;
There are also rare property that require rare materials. It is also possible to upgrade a common property into a rare property with a much more potent effect. In both cases, rare properties count as two common properties. Rare properties can only be applied to Advanced Armour.&lt;br /&gt;
&lt;br /&gt;
In both cases, you should endeavour to phys-rep your customisation in some fashion to make your armour set stand out. This is an aspirational goal, if you start with basic armour and upgrade it through play, try and enhance the look of the armour when you do so. Similarly, when you apply a customisation, try and add a unique feature to your existing armour to represent the customisation.&lt;br /&gt;
&lt;br /&gt;
=====Example Basic Properties=====&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Hardened plates&lt;br /&gt;
|Your armour provides an extra body hit&lt;br /&gt;
|-&lt;br /&gt;
!Psionic resonator&lt;br /&gt;
|You gain an extra point of focus.&lt;br /&gt;
|-&lt;br /&gt;
!Authorisation&lt;br /&gt;
|Some AIs will treat you more favourably&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
There are two types of basic consumables - poisons and potions.&lt;br /&gt;
&lt;br /&gt;
==== Poisons ====&lt;br /&gt;
{{:Poisons}}&lt;br /&gt;
&lt;br /&gt;
=== Housings (PROVISIONAL) ===&lt;br /&gt;
&lt;br /&gt;
The Form Housing skill allows a character to create a housing for an AI. Usual costs for the housings are:&lt;br /&gt;
* One scrap for a housing that will not allow AI to manifest effects&lt;br /&gt;
* Five scrap for a housing that will allow Basic AIs or partial housing of Advanced AIs to manifest effects.&lt;br /&gt;
* Ten scrap and an advanced resource for a housing that could fully house an Advanced AI or a black box suitable for a Basic AI.&lt;br /&gt;
&lt;br /&gt;
The more complex the housing, the bigger the ritual favour required to create said housing. More complex housings such as traps will require more resources and potentially require advanced resources.&lt;br /&gt;
&lt;br /&gt;
A character may only benefit from a housing if they possess the Form Housing skill or if the AI that is housed has been sufficiently bribed or coerced. Please ask the refs if the circumstances are not clear.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1100</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1100"/>
		<updated>2018-11-22T13:19:15Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Target and Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the ritual will intuitively know the intent of the ritual from the moment it starts. The participants are however not automatically privy to the details of the ritual unless the lead technopath decides to share them. For example, the lead technopath does not need to inform other participants of the specific AI they are requesting but all participants will know that they are requesting an AI.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual will intuitively know both the intent and the details of the ritual that targets them and they will obtain this knowledge at the start of the ritual performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
Lead technopaths may always target themselves or one of the participants.&lt;br /&gt;
&lt;br /&gt;
A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1099</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1099"/>
		<updated>2018-11-22T13:18:50Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Target and Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Communion or a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&lt;br /&gt;
=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
Communions must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the communion will intuitively know the intent of the communion from the moment it starts. The participants are however not automatically privy to the details of the communion unless the lead psion decides to share them. For example, the lead psion does not need to inform other participants of the contents of the message that they transmit using the sending communion, but all participants will intuitively know that they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
The target however will intuitively know both the intent and the details of the communion that targets them and they will obtain this knowledge at the start of the roleplay performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
Lead psions may always target themselves or one of the participants.&lt;br /&gt;
&lt;br /&gt;
A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some communions that provide benefits to each contributor scale in an obvious way. Other communions might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
Each participant may opt to spend one reagent, food or other organic material to increase the communion potency. When a participant chooses to do this, they count as two extra contributors to the communion.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1098</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1098"/>
		<updated>2018-11-22T13:17:48Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* IC Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
A call is a sequence of words that has a special meaning in the game rules. it is important that a player knows how to react to at least the damage calls and simple effect calls; if in doubt, you may always respond to a call by “falling over screaming, then seeing a ref for clarification”.&lt;br /&gt;
&lt;br /&gt;
Only do what a call says to if it’s safe. Always be safe. If something is unsafe, or impossible for you to do, make as few corrections as feasible. Respect the spirit of the calls.&lt;br /&gt;
&lt;br /&gt;
===Safety, OOC Calls===&lt;br /&gt;
&lt;br /&gt;
====For you to say====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STOP THE GAME&#039;&#039;&#039;- 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 in 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”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOO HARD&#039;&#039;&#039;- 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.&lt;br /&gt;
&lt;br /&gt;
====For refs to say====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TIME IN&#039;&#039;&#039;- Play starts&lt;br /&gt;
*&#039;&#039;&#039;TIME OUT&#039;&#039;&#039;- Play ends&lt;br /&gt;
*&#039;&#039;&#039;TIME FAFF&#039;&#039;&#039;- Roleplaying continues, but do not move forward; please take an IC break. &lt;br /&gt;
*&#039;&#039;&#039;TIME FREEZE&#039;&#039;&#039;- Play pauses until time in&lt;br /&gt;
&lt;br /&gt;
==== Visual cues ====&lt;br /&gt;
&lt;br /&gt;
As well as game calls we use &#039;&#039;visual&#039;&#039; cues for game organisation.  Two of these indicate that someone or something present OOC is not present in the game world, while the other is a way for a player or crew member to signal that they want to leave a roleplay scene.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-vis&#039;&#039;&#039;: Anyone wearing a high-visibility jacket (usually fluorescent yellow or orange) or an item marked with high-vis is not present IC and should be ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One hand in the air&#039;&#039;&#039;: Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored.  If you are [http://www.camlarp.co.uk/Monstering monstering], you should use this when moving between encounters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand shading the eyes&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===IC Calls===&lt;br /&gt;
* &#039;&#039;&#039;If your character is targeted by an IC call, it becomes aware of this fact and of the specific intent of the call&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If your call was resisted, you are aware of this fact&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!MASS&lt;br /&gt;
|Precedes a call, which effects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards, it will hit everyone in a 3m radius.&lt;br /&gt;
|-&lt;br /&gt;
!WIDE&lt;br /&gt;
|Precedes a call, which effects anyone within a 10m radius. In the Interactive this targets everyone.&lt;br /&gt;
|-&lt;br /&gt;
!SINGLE&lt;br /&gt;
|Lose 1 Hit&lt;br /&gt;
|-&lt;br /&gt;
!DOUBLE&lt;br /&gt;
|Lose 2 Hits&lt;br /&gt;
|-&lt;br /&gt;
!TRIPLE&lt;br /&gt;
|Lose 3 Hits&lt;br /&gt;
|-&lt;br /&gt;
!CRUSH&lt;br /&gt;
|If this hits a limb, that limb is ruined. If this hits the torso, lose all hits. Implied by arrows and bolts. Anything which can take a lesser effect from this call will wear a “tag”. You should not use a Ruined limb for any purpose, unless unsafe to do otherwise. If this is called at range, it effects the torso.&lt;br /&gt;
|-&lt;br /&gt;
!STRIKEDOWN&lt;br /&gt;
|You should roleplay being struck to the ground. You may alternatively put one knee and one hand to the ground; it is also acceptable to spend 3s upright, unable to make melee blows, you should roleplay the strong hit. This call takes effect even if you block the blow.&lt;br /&gt;
|-&lt;br /&gt;
!CURE N&lt;br /&gt;
|Restores N HP, up to maximum&lt;br /&gt;
|-&lt;br /&gt;
!RESTORE&lt;br /&gt;
|You recover the use of all limbs ruined by CRUSH.&lt;br /&gt;
|-&lt;br /&gt;
!REPEL&lt;br /&gt;
|Move away for 5 seconds at at least a brisk walk. This call takes effect even if parried/blocked.&lt;br /&gt;
|-&lt;br /&gt;
!ENTANGLE&lt;br /&gt;
|5s of feet on the floor, not moving them (except for reasons of safety).&lt;br /&gt;
|-&lt;br /&gt;
!CURSE&lt;br /&gt;
|See a ref at the next convenient opportunity, letting them know you were hit by this call.&lt;br /&gt;
|-&lt;br /&gt;
!MUTATE&lt;br /&gt;
|If a dead-strain, call RESIST; otherwise, see a ref the next opportunity, and let them know you were hit by this call.&lt;br /&gt;
|-&lt;br /&gt;
!RESIST&lt;br /&gt;
|That have its full effect; it may have partially done so. If unspecified, an ability that lets you RESIST another call lets you fully ignore it. This does not count as a call for the purposes of the one-second rule. You &#039;&#039;&#039;must&#039;&#039;&#039; vocalise RESIST to be eligible to disregard or mitigate a system call.&lt;br /&gt;
|-&lt;br /&gt;
!DETECT X&lt;br /&gt;
|Answer this query by providing the relevant information from your character sheet. Mostly this is NATURE and STRAIN. NATURE signifies a broad category such as animal, human or flora while STRAIN signifies a subcategory such as dead-strain, citadel or mutated. STRAIN also reveals presence of EFFECTs on the target.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;STRENGTH&amp;gt; EFFECT X&lt;br /&gt;
|May be Basic or Advanced. Never useable in combat. This effect now applies to you, see [[Calls#EFFECT CALLS|below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
!“WOULD YOU KINDLY X”		&lt;br /&gt;
|If someone says this to you you may either drop to 0 hits and take a Wound at the next opportunity, or do X to the best of your ability for the duration of 30s. If you choose to drop, you need to role play the dropping and the struggle with yourself, making it clear you’re taking this option. In a situation where you can’t effectively communicate, do not use this power. This is something which you hear IC but demands an effect. This is not a “Call”, but anything that would allow you to resist an EFFECT or a compulsion will allow you to call RESIST to this effect. If you RESIST this call, you may not be targeted by this call from the same source for five minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EFFECT CALLS ===&lt;br /&gt;
==== Basic Effects ====&lt;br /&gt;
Basic EFFECT calls are fairly simple and predefined. Player skills and abilities will only ever allow players to impose Basic effects. These last by default for five minutes unless otherwise noted on the ability or lammie. Do not feel that you have to time this precisely, but please observe rule 7.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Effects ====&lt;br /&gt;
These are special effects that do not have many common principles. Players will almost never be able to impose advanced effects. These effects are permanent unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
===The happiness principle===&lt;br /&gt;
&lt;br /&gt;
If you hit someone with an effect, and it appears that they did not take it, then you recover use of that effect (or the Stamina/Focus that powered it); you do not recover in this way if the effect is RESISTed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1097</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1097"/>
		<updated>2018-11-22T13:16:02Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* IC Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
A call is a sequence of words that has a special meaning in the game rules. it is important that a player knows how to react to at least the damage calls and simple effect calls; if in doubt, you may always respond to a call by “falling over screaming, then seeing a ref for clarification”.&lt;br /&gt;
&lt;br /&gt;
Only do what a call says to if it’s safe. Always be safe. If something is unsafe, or impossible for you to do, make as few corrections as feasible. Respect the spirit of the calls.&lt;br /&gt;
&lt;br /&gt;
===Safety, OOC Calls===&lt;br /&gt;
&lt;br /&gt;
====For you to say====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STOP THE GAME&#039;&#039;&#039;- 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 in 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”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOO HARD&#039;&#039;&#039;- 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.&lt;br /&gt;
&lt;br /&gt;
====For refs to say====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TIME IN&#039;&#039;&#039;- Play starts&lt;br /&gt;
*&#039;&#039;&#039;TIME OUT&#039;&#039;&#039;- Play ends&lt;br /&gt;
*&#039;&#039;&#039;TIME FAFF&#039;&#039;&#039;- Roleplaying continues, but do not move forward; please take an IC break. &lt;br /&gt;
*&#039;&#039;&#039;TIME FREEZE&#039;&#039;&#039;- Play pauses until time in&lt;br /&gt;
&lt;br /&gt;
==== Visual cues ====&lt;br /&gt;
&lt;br /&gt;
As well as game calls we use &#039;&#039;visual&#039;&#039; cues for game organisation.  Two of these indicate that someone or something present OOC is not present in the game world, while the other is a way for a player or crew member to signal that they want to leave a roleplay scene.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-vis&#039;&#039;&#039;: Anyone wearing a high-visibility jacket (usually fluorescent yellow or orange) or an item marked with high-vis is not present IC and should be ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;One hand in the air&#039;&#039;&#039;: Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored.  If you are [http://www.camlarp.co.uk/Monstering monstering], you should use this when moving between encounters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand shading the eyes&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
===IC Calls===&lt;br /&gt;
* &#039;&#039;&#039;If your character is targeted by an IC call, it becomes aware of this fact and of the specific intent of the call&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If your call was resisted, you are aware of this fact&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!MASS&lt;br /&gt;
|Precedes a call, which effects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards, it will hit everyone in a 3m radius.&lt;br /&gt;
|-&lt;br /&gt;
!WIDE&lt;br /&gt;
|Precedes a call, which effects anyone within a 10m radius. In the Interactive this targets everyone.&lt;br /&gt;
|-&lt;br /&gt;
!SINGLE&lt;br /&gt;
|Lose 1 Hit&lt;br /&gt;
|-&lt;br /&gt;
!DOUBLE&lt;br /&gt;
|Lose 2 Hits&lt;br /&gt;
|-&lt;br /&gt;
!TRIPLE&lt;br /&gt;
|Lose 3 Hits&lt;br /&gt;
|-&lt;br /&gt;
!CRUSH&lt;br /&gt;
|If this hits a limb, that limb is ruined. If this hits the torso, lose all hits. Implied by arrows and bolts. Anything which can take a lesser effect from this call will wear a “tag”. You should not use a Ruined limb for any purpose, unless unsafe to do otherwise. If this is called at range, it effects the torso.&lt;br /&gt;
|-&lt;br /&gt;
!STRIKEDOWN&lt;br /&gt;
|You should roleplay being struck to the ground. You may alternatively put one knee and one hand to the ground; it is also acceptable to spend 3s upright, unable to make melee blows, you should roleplay the strong hit. This call takes effect even if you block the blow.&lt;br /&gt;
|-&lt;br /&gt;
!CURE N&lt;br /&gt;
|Restores N HP, up to maximum&lt;br /&gt;
|-&lt;br /&gt;
!RESTORE&lt;br /&gt;
|You recover the use of all limbs ruined by CRUSH.&lt;br /&gt;
|-&lt;br /&gt;
!REPEL&lt;br /&gt;
|Move away for 5 seconds at at least a brisk walk. This call takes effect even if parried/blocked.&lt;br /&gt;
|-&lt;br /&gt;
!ENTANGLE&lt;br /&gt;
|5s of feet on the floor, not moving them (except for reasons of safety).&lt;br /&gt;
|-&lt;br /&gt;
!CURSE&lt;br /&gt;
|See a ref at the next convenient opportunity, letting them know you were hit by this call.&lt;br /&gt;
|-&lt;br /&gt;
!MUTATE&lt;br /&gt;
|If a dead-strain, call RESIST; otherwise, see a ref the next opportunity, and let them know you were hit by this call.&lt;br /&gt;
|-&lt;br /&gt;
!RESIST&lt;br /&gt;
|That have its full effect; it may have partially done so. If unspecified, an ability that lets you RESIST another call lets you fully ignore it. This does not count as a call for the purposes of the one-second rule. You &#039;&#039;&#039;must&#039;&#039;&#039; vocalise RESIST to be eligible to disregard or mitigate a system call.&lt;br /&gt;
|-&lt;br /&gt;
!DETECT X&lt;br /&gt;
|Answer this query by providing the relevant information from your character sheet. Mostly this is NATURE and STRAIN.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;STRENGTH&amp;gt; EFFECT X&lt;br /&gt;
|May be Basic or Advanced. Never useable in combat. This effect now applies to you, see [[Calls#EFFECT CALLS|below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
!“WOULD YOU KINDLY X”		&lt;br /&gt;
|If someone says this to you you may either drop to 0 hits and take a Wound at the next opportunity, or do X to the best of your ability for the duration of 30s. If you choose to drop, you need to role play the dropping and the struggle with yourself, making it clear you’re taking this option. In a situation where you can’t effectively communicate, do not use this power. This is something which you hear IC but demands an effect. This is not a “Call”, but anything that would allow you to resist an EFFECT or a compulsion will allow you to call RESIST to this effect. If you RESIST this call, you may not be targeted by this call from the same source for five minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EFFECT CALLS ===&lt;br /&gt;
==== Basic Effects ====&lt;br /&gt;
Basic EFFECT calls are fairly simple and predefined. Player skills and abilities will only ever allow players to impose Basic effects. These last by default for five minutes unless otherwise noted on the ability or lammie. Do not feel that you have to time this precisely, but please observe rule 7.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Effects ====&lt;br /&gt;
These are special effects that do not have many common principles. Players will almost never be able to impose advanced effects. These effects are permanent unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
===The happiness principle===&lt;br /&gt;
&lt;br /&gt;
If you hit someone with an effect, and it appears that they did not take it, then you recover use of that effect (or the Stamina/Focus that powered it); you do not recover in this way if the effect is RESISTed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1096</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1096"/>
		<updated>2018-11-22T13:11:42Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Obfuscation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the ritual will intuitively know the intent of the ritual from the moment it starts. The participants are however not automatically privy to the details of the ritual unless the lead technopath decides to share them. For example, the lead technopath does not need to inform other participants of the specific AI they are requesting but all participants will know that they are requesting an AI.&lt;br /&gt;
&lt;br /&gt;
The target of a ritual will intuitively know both the intent and the details of the ritual that targets them and they will obtain this knowledge at the start of the ritual performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1095</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1095"/>
		<updated>2018-11-22T13:10:22Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Communions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Communion or a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&lt;br /&gt;
=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
Communions must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the communion will intuitively know the intent of the communion from the moment it starts. The participants are however not automatically privy to the details of the communion unless the lead psion decides to share them. For example, the lead psion does not need to inform other participants of the contents of the message that they transmit using the sending communion, but all participants will intuitively know that they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
The target however will intuitively know both the intent and the details of the communion that targets them and they will obtain this knowledge at the start of the roleplay performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some communions that provide benefits to each contributor scale in an obvious way. Other communions might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
Each participant may opt to spend one reagent, food or other organic material to increase the communion potency. When a participant chooses to do this, they count as two extra contributors to the communion.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1094</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1094"/>
		<updated>2018-11-22T13:07:16Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Obfuscation ====&lt;br /&gt;
&lt;br /&gt;
All participants of the ritual will intuitively know the intent of the ritual from the moment it starts. The participants are however not automatically privy to the details of the ritual unless the lead decides to share them. For example, the lead does not need to inform other participants of the contents of the message that they transmit using the sending communion, but all participants will intuitively know that they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
The target however will intuitively know both the intent and the details of the ritual that targets them and they will obtain this knowledge at the start of the ritual performance.&lt;br /&gt;
&lt;br /&gt;
==== Target and Movement ====&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. &lt;br /&gt;
&lt;br /&gt;
A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1093</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1093"/>
		<updated>2018-11-22T12:51:57Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. Each participant may choose to spend scrap, tokens or other inorganic resource to further increase the favour of the ritual. When a participant does so, they count as two extra contributors.&lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1092</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1092"/>
		<updated>2018-11-22T12:50:27Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Communion Potency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Communion or a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&lt;br /&gt;
=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
Communions must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some communions that provide benefits to each contributor scale in an obvious way. Other communions might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
Each participant may opt to spend one reagent, food or other organic material to increase the communion potency. When a participant chooses to do this, they count as two extra contributors to the communion.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1091</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1091"/>
		<updated>2018-11-22T12:43:21Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* XP Gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something other than surviving with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;br /&gt;
&lt;br /&gt;
=== Experience ===&lt;br /&gt;
All characters gain one XP every week immediatelly following the interactive. This happens regardless whether you play or crew or not show up at all. The XP level is effectively system-wide.&lt;br /&gt;
&lt;br /&gt;
The XP may be spent to purchase new skills for a character. This may be done immediately before a linear or when submitting a downtime.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1090</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1090"/>
		<updated>2018-11-22T12:02:09Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something other than surviving with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;br /&gt;
&lt;br /&gt;
=== XP Gain ===&lt;br /&gt;
All characters gain one XP every week immediatelly following the interactive. This happens regardless whether you play or crew or not show up at all. The XP level is effectively system-wide.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1089</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1089"/>
		<updated>2018-11-22T11:43:40Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. The favour can be further increased by spending scrap and other inorganic resources. &lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Calling and Housing AIs ====&lt;br /&gt;
&lt;br /&gt;
The most common techgnosis skills are used to interact with AIs. Calling an AI will usually require a payment in the form of tokens, most basic AIs will be happy with a single token. Housing an AI will also usually require a token unless the AI is compensated in other ways.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1088</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1088"/>
		<updated>2018-11-22T11:31:08Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Communions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Communion or a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&lt;br /&gt;
=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
Communions must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some communions that provide benefits to each contributor scale in an obvious way. Other communions might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
The psion leading the communion can sacrifice food, and other organic resources, to  significantly increase the potency of a communion. One example is the [[Psionic Powers#Melding Pathway|Sending]] communion which allows the psion lead to dispatch a whole letter if food is used. The psion lead may alternatively opt to spend some of their life force instead of food - this will inflict a wound on the lead.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1087</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1087"/>
		<updated>2018-11-22T11:30:42Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. The favour can be further increased by spending scrap and other inorganic resources. &lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
Ritual performance must be overseen by a deadlocked AI.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Powers&amp;diff=1086</id>
		<title>Psionic Powers</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Powers&amp;diff=1086"/>
		<updated>2018-11-22T11:27:18Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Shaping Pathway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Note- Unless otherwise stated, all Communion results are their &#039;Base&#039; power level, and may become more powerful with additional resources expended in them.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers denoted by an asterisk (*) need a separate skill to learn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Detect Nature&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Spend 5s interaction with target to call DETECT NATURE&lt;br /&gt;
|-&lt;br /&gt;
!Detect Strain&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1 *&lt;br /&gt;
|Spend 5s interaction with target to call DETECT STRAIN&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shaping Pathway ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Disbalance&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call STRIKEDOWN on two different targets&lt;br /&gt;
|-&lt;br /&gt;
!Expel&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call REPEL on one target&lt;br /&gt;
|-&lt;br /&gt;
!Wound Coil&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Participants may make one call of REPEL by blow following the Communion&lt;br /&gt;
|-&lt;br /&gt;
!Coax Mutation&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain a random mutation&lt;br /&gt;
|-&lt;br /&gt;
!Natural Armour&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain extra three temporary body hits that may not be healed&lt;br /&gt;
|-&lt;br /&gt;
!Liberation&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|1&lt;br /&gt;
|Call WIDE REPEL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Rearrange&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|3&lt;br /&gt;
|Call CRUSH&lt;br /&gt;
|-&lt;br /&gt;
!Stoic Suppression&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Each participant may suppress acute effects of one wound until the end of day&lt;br /&gt;
|-&lt;br /&gt;
!Controlled Evolution&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Alters or removes an existing mutation&lt;br /&gt;
|-&lt;br /&gt;
!Forced Adaptation&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Causes an advanced mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melding Pathway ===&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Feign Emotion&lt;br /&gt;
|Basic Power&lt;br /&gt;
|2&lt;br /&gt;
|Call BASIC EFFECT: &amp;lt;EMOTION&amp;gt;. The available emotions are: ANGER, GRIEF, JOY, FEAR, HATE, VIGILANCE, ADMIRATION, PRIDE, CALM, HOPE, DESPAIR.&lt;br /&gt;
|-&lt;br /&gt;
!Overwhelm&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call ENTANGLE&lt;br /&gt;
|-&lt;br /&gt;
!Sending&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Sends a short sentence to a known target&lt;br /&gt;
|-&lt;br /&gt;
!Calm Mind&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Suppress ongoing roleplaying effects on a single person&lt;br /&gt;
|-&lt;br /&gt;
!Intuit Purpose&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Expose participants to an effect, learning about the effect in the process&lt;br /&gt;
|-&lt;br /&gt;
!Open Your Mind&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Learn about your surroundings and learn about upcoming encounter.&lt;br /&gt;
|-&lt;br /&gt;
!Dominate Other&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|You may call &amp;quot;WOULD YOU KINDLY&amp;quot; while out of combat&lt;br /&gt;
|-&lt;br /&gt;
!Overwhelming Presence&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|Call WIDE ENTANGLE or MASS ENTANGLE&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Intent&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Allows the participants to state a goal and subsequently call RESIST on one WOULD YOU KINDLY or EFFECT call that would interfere with their stated goal.&lt;br /&gt;
|-&lt;br /&gt;
!Fell Together&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Transfer an effect onto one of the participants reducing the effect strength.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warping Pathway ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Mend&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call CURE 3&lt;br /&gt;
|-&lt;br /&gt;
!Rend&lt;br /&gt;
|Basic Power&lt;br /&gt;
|2&lt;br /&gt;
|Call TRIPLE&lt;br /&gt;
|-&lt;br /&gt;
!The One Is Strong&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Gain a number of uses of DOUBLE STRIKEDOWN at range as long as they do not move.&lt;br /&gt;
|-&lt;br /&gt;
!The Many Swarm&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants can RESIST one STRIKEDOWN or ENTANGLE call. They still take the implicit SINGLE if delivered by a weapon strike.&lt;br /&gt;
|-&lt;br /&gt;
!Reprocess&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Transforms two food into one reagent or two reagents into one food.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Wave&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|3&lt;br /&gt;
|Call MASS TRIPLE&lt;br /&gt;
|-&lt;br /&gt;
!Knit Bone&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|1&lt;br /&gt;
|Call RESTORE LIMB at touch range&lt;br /&gt;
|-&lt;br /&gt;
!Mending Field&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|Call MASS CURE 3&lt;br /&gt;
|-&lt;br /&gt;
!Resurgent Flesh&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain &amp;quot;BASIC EFFECT: Once per encounter while not dying you may spend 10s of loud, uninterrupted, stationary roleplay to call CURE ALL on self.&lt;br /&gt;
|-&lt;br /&gt;
!Metal Buckles&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|You may transform tokens into scrap and scrap into &#039;&#039;broken&#039;&#039; tokens. The conversion rate is not clear.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1085</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1085"/>
		<updated>2018-11-22T11:26:26Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Phys-rep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also the [[Basic_Mutations|list of Basic Mutations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to possess the same mutation more than once.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dead-strains may not mutate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players may choose to replace a mutation rather than gain a new one.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may always remove a mutation in downtime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Active Mutations are caused by the MUTATE call. This call may be issued as fallout, or caused by communions and monsters. Mutations inflicted by monsters may be predetermined or random. Mutations caused by communions will likely be more controllable. &lt;br /&gt;
&lt;br /&gt;
Any time you gain a mutation you may choose to replace an existing mutation with the new one. If, for whatever reason, you do not want the mutation, or the physrep, you are always able to have the mutation removed during your Downtime, please inform the refs of this.&lt;br /&gt;
&lt;br /&gt;
==== Downsides ====&lt;br /&gt;
* &#039;&#039;&#039;Each mutation reduces body hits by 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters have a base limit of two mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toughness skills that increase base hits also increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armour, Potions, Items, AI, Mutations and other means of acquiring more body hits do NOT increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your character exceeds the limit of the number of mutations they can sustain, they devolve. This makes the character unplayable. Please see a ref if you choose for this to happen to you.&lt;br /&gt;
&lt;br /&gt;
==== Phys-rep ====&lt;br /&gt;
* &#039;&#039;&#039;You do not need to phys-rep a mutation during week that gained you the mutation. You still benefit from the effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Basic_Mutations|Basic mutations]] will often require a sort of physrep. As the physrep is a structure that follows on from a function, mutants may keep their old physreps even after gaining new mutations, and if it is temporarily impossible to physrep a mutation, the gene-strain can still benefit from it (e.g. growing horns mid-linear). Mutation physreps may be hidden.&lt;br /&gt;
&lt;br /&gt;
If you gain a new mutation, you do not need to physrep it until the next week, as it is just appearing. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&lt;br /&gt;
==== Advanced Mutations ==== &lt;br /&gt;
* &#039;&#039;&#039;Require a unique impressive phys-rep&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must in some way define your character and not be &#039;&#039;incidental&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The World and Plot will notice your advanced mutation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Individual mutations may progress or change during the campaign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced mutations happen rarely and have potent effects. They are almost always unique. Having advanced mutations will result in the world taking more notice in you, you are by definition no common hero. Advanced mutations will always require a phys-rep, it should look much more impressive than Basic Mutations and hopefully be unique in some way. Challenge yourself.&lt;br /&gt;
&lt;br /&gt;
Appropriately, there is no list of advanced mutations, by design they are open ended. Please consult with the refs in advance. Mechanically, advanced mutations are more than twice as powerful as Basic Mutations and are capable of breaking rules that Basic Mutations obey. They also may require upkeep, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
Here are some sample ideas of possible things:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
|Phys-rep inspiration&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna Crown&lt;br /&gt;
|A crown made of polyp like antennae&lt;br /&gt;
|Immune to WOULD YOU KINDLY and may RESIST a single BASIC EFFECT per day&lt;br /&gt;
|-&lt;br /&gt;
!Shimmering Scales&lt;br /&gt;
|A skin of rainbow reflective scales on  neck and arms&lt;br /&gt;
|Gain four body hits&lt;br /&gt;
|-&lt;br /&gt;
!Unicorn Horn&lt;br /&gt;
|Long shimmering forehead horn&lt;br /&gt;
|May call WIDE REPEL once per encounterand may charge to call CRUSH with a melee strike once per encounter&lt;br /&gt;
|-&lt;br /&gt;
!Triple Tail&lt;br /&gt;
|A tail that splits into three tails, with wire core&lt;br /&gt;
|Gain the benefits of Dodge skill twice per encounter&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1084</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1084"/>
		<updated>2018-11-22T11:24:50Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also the [[Basic_Mutations|list of Basic Mutations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to possess the same mutation more than once.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dead-strains may not mutate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players may choose to replace a mutation rather than gain a new one.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may always remove a mutation in downtime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Active Mutations are caused by the MUTATE call. This call may be issued as fallout, or caused by communions and monsters. Mutations inflicted by monsters may be predetermined or random. Mutations caused by communions will likely be more controllable. &lt;br /&gt;
&lt;br /&gt;
Any time you gain a mutation you may choose to replace an existing mutation with the new one. If, for whatever reason, you do not want the mutation, or the physrep, you are always able to have the mutation removed during your Downtime, please inform the refs of this.&lt;br /&gt;
&lt;br /&gt;
==== Downsides ====&lt;br /&gt;
* &#039;&#039;&#039;Each mutation reduces body hits by 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters have a base limit of two mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toughness skills that increase base hits also increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armour, Potions, Items, AI, Mutations and other means of acquiring more body hits do NOT increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your character exceeds the limit of the number of mutations they can sustain, they devolve. This makes the character unplayable. Please see a ref if you choose for this to happen to you.&lt;br /&gt;
&lt;br /&gt;
==== Phys-rep ====&lt;br /&gt;
&lt;br /&gt;
[[Basic_Mutations|Basic mutations]] will often require a sort of physrep. As the physrep is a structure that follows on from a function, mutants may keep their old physreps even after gaining new mutations, and if it is temporarily impossible to physrep a mutation, the gene-strain can still benefit from it (e.g. growing horns mid-linear). Mutation physreps may be hidden.&lt;br /&gt;
&lt;br /&gt;
If you gain a new mutation, you do not need to physrep it until the next week, as it is just appearing. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&lt;br /&gt;
==== Advanced Mutations ==== &lt;br /&gt;
* &#039;&#039;&#039;Require a unique impressive phys-rep&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must in some way define your character and not be &#039;&#039;incidental&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The World and Plot will notice your advanced mutation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Individual mutations may progress or change during the campaign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced mutations happen rarely and have potent effects. They are almost always unique. Having advanced mutations will result in the world taking more notice in you, you are by definition no common hero. Advanced mutations will always require a phys-rep, it should look much more impressive than Basic Mutations and hopefully be unique in some way. Challenge yourself.&lt;br /&gt;
&lt;br /&gt;
Appropriately, there is no list of advanced mutations, by design they are open ended. Please consult with the refs in advance. Mechanically, advanced mutations are more than twice as powerful as Basic Mutations and are capable of breaking rules that Basic Mutations obey. They also may require upkeep, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
Here are some sample ideas of possible things:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
|Phys-rep inspiration&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna Crown&lt;br /&gt;
|A crown made of polyp like antennae&lt;br /&gt;
|Immune to WOULD YOU KINDLY and may RESIST a single BASIC EFFECT per day&lt;br /&gt;
|-&lt;br /&gt;
!Shimmering Scales&lt;br /&gt;
|A skin of rainbow reflective scales on  neck and arms&lt;br /&gt;
|Gain four body hits&lt;br /&gt;
|-&lt;br /&gt;
!Unicorn Horn&lt;br /&gt;
|Long shimmering forehead horn&lt;br /&gt;
|May call WIDE REPEL once per encounterand may charge to call CRUSH with a melee strike once per encounter&lt;br /&gt;
|-&lt;br /&gt;
!Triple Tail&lt;br /&gt;
|A tail that splits into three tails, with wire core&lt;br /&gt;
|Gain the benefits of Dodge skill twice per encounter&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1083</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1083"/>
		<updated>2018-11-22T11:23:05Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also the [[Basic_Mutations|list of Basic Mutations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to possess the same mutation more than once.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dead-strains may not mutate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players may choose to replace a mutation rather than gain a new one.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may always remove a mutation in downtime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Active Mutations are caused by the MUTATE call. This call may be issued as fallout, or caused by communions and monsters. Mutations inflicted by monsters may be predetermined or random. Mutations caused by communions will likely be more controllable. &lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you do not want the mutation, or the physrep, you are always able to have the mutation removed during your Downtime, please inform the refs of this.&lt;br /&gt;
&lt;br /&gt;
==== Downsides ====&lt;br /&gt;
* &#039;&#039;&#039;Each mutation reduces body hits by 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters have a base limit of two mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toughness skills that increase base hits also increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armour, Potions, Items, AI, Mutations and other means of acquiring more body hits do NOT increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your character exceeds the limit of the number of mutations they can sustain, they devolve. This makes the character unplayable. Please see a ref if you choose for this to happen to you.&lt;br /&gt;
&lt;br /&gt;
==== Phys-rep ====&lt;br /&gt;
&lt;br /&gt;
[[Basic_Mutations|Basic mutations]] will often require a sort of physrep. As the physrep is a structure that follows on from a function, mutants may keep their old physreps even after gaining new mutations, and if it is temporarily impossible to physrep a mutation, the gene-strain can still benefit from it (e.g. growing horns mid-linear). Mutation physreps may be hidden.&lt;br /&gt;
&lt;br /&gt;
If you gain a new mutation, you do not need to physrep it until the next week, as it is just appearing. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&lt;br /&gt;
==== Advanced Mutations ==== &lt;br /&gt;
* &#039;&#039;&#039;Require a unique impressive phys-rep&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must in some way define your character and not be &#039;&#039;incidental&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The World and Plot will notice your advanced mutation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Individual mutations may progress or change during the campaign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced mutations happen rarely and have potent effects. They are almost always unique. Having advanced mutations will result in the world taking more notice in you, you are by definition no common hero. Advanced mutations will always require a phys-rep, it should look much more impressive than Basic Mutations and hopefully be unique in some way. Challenge yourself.&lt;br /&gt;
&lt;br /&gt;
Appropriately, there is no list of advanced mutations, by design they are open ended. Please consult with the refs in advance. Mechanically, advanced mutations are more than twice as powerful as Basic Mutations and are capable of breaking rules that Basic Mutations obey. They also may require upkeep, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
Here are some sample ideas of possible things:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
|Phys-rep inspiration&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna Crown&lt;br /&gt;
|A crown made of polyp like antennae&lt;br /&gt;
|Immune to WOULD YOU KINDLY and may RESIST a single BASIC EFFECT per day&lt;br /&gt;
|-&lt;br /&gt;
!Shimmering Scales&lt;br /&gt;
|A skin of rainbow reflective scales on  neck and arms&lt;br /&gt;
|Gain four body hits&lt;br /&gt;
|-&lt;br /&gt;
!Unicorn Horn&lt;br /&gt;
|Long shimmering forehead horn&lt;br /&gt;
|May call WIDE REPEL once per encounterand may charge to call CRUSH with a melee strike once per encounter&lt;br /&gt;
|-&lt;br /&gt;
!Triple Tail&lt;br /&gt;
|A tail that splits into three tails, with wire core&lt;br /&gt;
|Gain the benefits of Dodge skill twice per encounter&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1082</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1082"/>
		<updated>2018-11-22T11:13:30Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 7 ===&lt;br /&gt;
&lt;br /&gt;
* You may execute someone by performing 10 seconds of _obvious_ appropriate roleplay on a target on 0 hits.&lt;br /&gt;
&lt;br /&gt;
* The target of a communion/ritual is aware of the full effect of the communion/ritual from the start of the roleplay.&lt;br /&gt;
&lt;br /&gt;
* The participants who are not a lead or target of a communion/ritual are aware of the intent of said communion/ritual but might not be privy to actual details. For example- the sending communion does not require the lead to divulge the contents of the message to the participants, but everyone will be aware they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
* Clarification on reagent rulings- Green reagents grant three temporary hits to the target of a surgery. Red reagents grant one use of RESIST to any combat call (like the Dodge skill).&lt;br /&gt;
&lt;br /&gt;
=== Week 6 ===&lt;br /&gt;
&lt;br /&gt;
*Surgery can be used to call RESTORE on yourself (you cannot treat a wound on yourself, however).&lt;br /&gt;
&lt;br /&gt;
* Isolate cannot be applied to holograms if you do not have access to housing or black box. It can be applied to shells that house AI.&lt;br /&gt;
&lt;br /&gt;
* Expunge can be applied to a hologram and it will result in the AI being ejected from its current housing (not black box).&lt;br /&gt;
&lt;br /&gt;
* You can summon a fetcher to tell you about an AI who can help you solve a problem (only one level higher- basic AI can tell you about Advanced but not Super AI).&lt;br /&gt;
&lt;br /&gt;
* You must know Form Housing ritual to benefit from housings. Alternatively you must have very good relations with the AI or the AI must be coerced to work with you in some way.&lt;br /&gt;
&lt;br /&gt;
* Ritual or Communion leads can always target themselves.&lt;br /&gt;
&lt;br /&gt;
* You cannot solve problems or go into Citadel in downtime unless you have explicit option to do that. If you are unsure if this is the case, please ask the refs.&lt;br /&gt;
&lt;br /&gt;
=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1081</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1081"/>
		<updated>2018-11-22T11:11:51Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Week 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 7 ===&lt;br /&gt;
&lt;br /&gt;
* You may execute someone by performing 10 seconds of _obvious_ appropriate roleplay on a target on 0 hits.&lt;br /&gt;
&lt;br /&gt;
* The target of a communion/ritual is aware of the full effect of the communion/ritual from the start of the roleplay.&lt;br /&gt;
&lt;br /&gt;
* The participants who are not a lead or target of a communion/ritual are aware of the intent of said communion/ritual but might not be privy to actual details. For example- the sending communion does not require the lead to divulge the contents of the message to the participants, but everyone will be aware they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
* Clarification on reagent rulings- Green reagents grant three temporary hits to the target of a surgery. Red reagents grant one use of RESIST to any combat call (like the Dodge skill).&lt;br /&gt;
&lt;br /&gt;
=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1080</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1080"/>
		<updated>2018-11-22T11:11:46Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 7 ===&lt;br /&gt;
&lt;br /&gt;
* You may execute someone by performing 10 seconds of _obvious_ appropriate roleplay on a target on 0 hits.&lt;br /&gt;
&lt;br /&gt;
* The target of a communion/ritual is aware of the full effect of the communion/ritual from the start of the roleplay.&lt;br /&gt;
&lt;br /&gt;
* The participants who are not a lead or target of a communion/ritual are aware of the intent of said communion/ritual but might not be privy to actual details. For example- the sending communion does not require the lead to divulge the contents of the message to the participants, but everyone will be aware they are performing the sending communion.&lt;br /&gt;
&lt;br /&gt;
* Clarification on reagent rulings- Green reagents grant three temporary hits to the target of a surgery. Red reagents grant one use of RESIST to any combat call (like the Dodge skill).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1078</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1078"/>
		<updated>2018-11-18T21:25:29Z</updated>

		<summary type="html">&lt;p&gt;Azurit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* System&lt;br /&gt;
** Summary_and_Design|Summary and Design Principles&lt;br /&gt;
** Character_Creation|Character Creation&lt;br /&gt;
** Look_and_Feel|Look and Feel&lt;br /&gt;
** Safety|Safety&lt;br /&gt;
** Refs|The Ref Team&lt;br /&gt;
** Licence|Licence and Attribution&lt;br /&gt;
&lt;br /&gt;
* World&lt;br /&gt;
** Outlook|The Outlook&lt;br /&gt;
** Citadel|The Citadel&lt;br /&gt;
** Beyond|The Beyond&lt;br /&gt;
** Creatures|Creatures&lt;br /&gt;
** AI|Artificial Intelligence&lt;br /&gt;
** World_History|World History&lt;br /&gt;
&lt;br /&gt;
* People&lt;br /&gt;
** Outlook_Society|Outlook Society&lt;br /&gt;
** Tribes|The Tribes&lt;br /&gt;
** Strains|The Strains&lt;br /&gt;
** Religion|Religion and Spirituality&lt;br /&gt;
** Literacy|Literacy&lt;br /&gt;
&lt;br /&gt;
* Rules&lt;br /&gt;
** Calls|System Calls&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Psionics|Psionics&lt;br /&gt;
** Techgnosis|Techgnosis&lt;br /&gt;
** Mutations|Mutations&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
** Equipment|Equipment&lt;br /&gt;
** Wounds|Wounds&lt;br /&gt;
** Resources and Income|Resources and Income&lt;br /&gt;
&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1076</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1076"/>
		<updated>2018-11-13T11:21:28Z</updated>

		<summary type="html">&lt;p&gt;Azurit: Azurit moved page PatchNotes to Patch Notes without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1075</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1075"/>
		<updated>2018-11-13T11:21:07Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1074</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1074"/>
		<updated>2018-11-13T11:20:54Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less effective, and often far worse, than the standard version if one exists. For example: Binding an AI without the ritual could end up giving the AI a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a &lt;br /&gt;
ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1073</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1073"/>
		<updated>2018-11-13T11:19:28Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less &lt;br /&gt;
effective, and often far worse, than the standard version if one exists. &lt;br /&gt;
For example: Binding an AI without the ritual could end up giving the AI &lt;br /&gt;
a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a &lt;br /&gt;
ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
** If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
** If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1072</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1072"/>
		<updated>2018-11-13T11:19:08Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Week 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Week 5 ===&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits. Includes partial housings of Advanced AI that otherwise work as Medic Basic AI.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;br /&gt;
&lt;br /&gt;
=== Week 4 ===&lt;br /&gt;
&lt;br /&gt;
* If you attempt to cast a ritual using participants, all participants are aware of what the ritual is doing from the second it starts (this is a slight change from the rules of BW).&lt;br /&gt;
&lt;br /&gt;
=== Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== Mutations ====&lt;br /&gt;
* You can have any mutation you want removed over Downtime if you don’t wish to phys-rep it&lt;br /&gt;
* Over the course of play, if you gain a new mutation, you can always choose to replace an existing mutation with it- losing the old benefits and drawbacks. Devolution is always (OC) a choice.&lt;br /&gt;
* You never need to physrep a mutation until the week after receiving it - and indeed there are a few mutations that you do not need to phys-rep (under clothes and so on)&lt;br /&gt;
* The ‘Controlled Evolution’ Communion allows you to remove active mutations- we should have clarified this earlier.&lt;br /&gt;
&lt;br /&gt;
All of these rules exist to keep the OOC culture around mutations in a &lt;br /&gt;
place that allows people to feel in control of their physrep, whilst &lt;br /&gt;
achieving our goal of having mutation feel like a capricious and &lt;br /&gt;
dangerous force&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
* Improvised Rituals and Communions are always going to be less &lt;br /&gt;
effective, and often far worse, than the standard version if one exists. &lt;br /&gt;
For example: Binding an AI without the ritual could end up giving the AI &lt;br /&gt;
a very short lifespan&lt;br /&gt;
* ALL rituals and communions require a ref. This means they require a &lt;br /&gt;
ref to begin performing, not just to adjudicate results&lt;br /&gt;
* The Identify Ritual is a Ritual, and requires an amount of time to perform. Different inputs will provide different results&lt;br /&gt;
&lt;br /&gt;
Here we feel it would be useful to clarify some basic inputs, that your characters are likely to understand from their time in The Outlook. A Basic AI will usually require at least one, and more likely two tokens, in order to be summoned and bound. To ensure a specific Basic mutation, you will usually require at least one organic resource (Food or reagent) and at least four people involved in the ritual, for each basic mutation you are aiming for&lt;br /&gt;
&lt;br /&gt;
This is here to ensure that refs can control these events - and also to make sure neither side is disappointed with the result of a ritual because we weren’t sure what went into it. Also, we like to see your roleplay!&lt;br /&gt;
&lt;br /&gt;
* Although different tokens have different numbers on them in character, AI only seem to adjudicate value based on the number of digits that they have, or their colour. Thus, 1 and 4 Silver Ducatto Tokens are Basic Resources, the other Tokens are not Basic. Your characters are allowed to be confused about this and investigate it, but know that up until now, most Basic and Advanced AI have been unhelpful in providing distinctions.&lt;br /&gt;
* XP is always gained after the Interactive&lt;br /&gt;
a - If you are on the Linear, this XP can be spent before you go out. Please talk to a ref if you want to spend this XP&lt;br /&gt;
b - If you are not on the Linear, please spend this via the Downtime form&lt;br /&gt;
* All PCs earn 1 XP per week, regardless on if they are played or not. Starting XP is raised by 1 per week. You do not have to spend all of this XP&lt;br /&gt;
* All Organic Resources can aid in Communions, all Inorganic Resources can aid in Rituals. Food and Reagents are Organic; Scrap and Tokens are Inorganic. This is a change from the wiki - there were issues in the porting, and this information got lost. One of the main themes of this game is bartering, and resource management, and we would like to make this easier by clarifying resources. Hopefully you should see more of this in all the advanced skill trees as well.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1071</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=1071"/>
		<updated>2018-11-13T11:13:42Z</updated>

		<summary type="html">&lt;p&gt;Azurit: Created page with &amp;quot;==== Week 5 ====  * DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Week 5 ====&lt;br /&gt;
&lt;br /&gt;
* DETECT STRAIN does not refer only to Gene and Dead strain and can be  used on non human targets to give more information about the type of tech/flora/fauna something is. In addition to this it will also now reveal the presence of effects on an object or person.&lt;br /&gt;
&lt;br /&gt;
* If someone RESISTs your Would You Kindly you cannot use that call on them for five minutes.&lt;br /&gt;
&lt;br /&gt;
* Anyone with the surgery skill can now ignore the effect of one wound.&lt;br /&gt;
&lt;br /&gt;
* The effect of Antenna is now to take Would You Kindly as SINGLE by calling RESIST once per encounter.&lt;br /&gt;
&lt;br /&gt;
* The effect of a Tail is now to call RESIT  to a combat call once per encounter. If you have this you must wear a nimble tag&lt;br /&gt;
&lt;br /&gt;
* The effect of Claws is now the ability to call TRIPLE with a melee blow twice per encounter.&lt;br /&gt;
&lt;br /&gt;
* Medic AI no longer give free reagents during surgery, only when restoring hits.&lt;br /&gt;
&lt;br /&gt;
* Stoic AI now only allow you to ignore lingering effects of one wound.&lt;br /&gt;
&lt;br /&gt;
* If you are targeting someone with a ritual they must be within touch range when you begin the ritual. After that the ritual continues to target them even if they move away.&lt;br /&gt;
&lt;br /&gt;
* An improvised ritual performed in uptime can be codified as a learnable ritual as a downtime action&lt;br /&gt;
&lt;br /&gt;
* WYK and RESTORE are still being scrutinised,please send feedback if you have any opinions, including those that favour the status quo.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=1070</id>
		<title>Skills/Basic</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=1070"/>
		<updated>2018-11-12T18:10:14Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Organic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Constitution ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Fitness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit; this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Hardiness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit (total +2); this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Toughness&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
| +1 Hit (total +3); this allows you to take a further mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Organic ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Medicine&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may spend a minute on appropriate role play to call CURE ALL on any Character. You may spend a reagent to reduce this to 10 seconds. During this time, their Bleed Count is paused. You may examine Wound Cards.&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|Medicine&lt;br /&gt;
|3&lt;br /&gt;
|May Spend a minute in appropriate role play to call RESTORE on yourself or another character. You may spend a reagent to do this is 10 seconds instead. You may attempt to heal Wounds on another character. You may ignore the effects of one Wound.&lt;br /&gt;
|-&lt;br /&gt;
!Animal Dissection&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge dead organic corpses for food or reagents destroying the corpse in the process. Three times per day, you may also learn a fact about the corpse in the process of the dissection.&lt;br /&gt;
|-&lt;br /&gt;
!Poisoner&lt;br /&gt;
|Animal Dissection&lt;br /&gt;
|3&lt;br /&gt;
|Can use Food to apply [[poisons]] to your own weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Disassembler&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge working or broken machines and mechanical corpses for scraps and sometimes for advanced resources. Three times per day you may attempt to learn about the object in the process. If you disassemble a [[AI#Black Box|black box]], you learn about the AI. Disassembly always destroys the object.&lt;br /&gt;
|-&lt;br /&gt;
!Jury-rigger&lt;br /&gt;
|Disassembler&lt;br /&gt;
|3&lt;br /&gt;
|You may use Scrap to fix broken things. These will mostly be machines.&lt;br /&gt;
|-&lt;br /&gt;
!Reading&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|You can read Citadel Script. See [[Literacy]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
!Writing&lt;br /&gt;
|Reading&lt;br /&gt;
|2&lt;br /&gt;
|You may write Citadel Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Income and Downtime ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Connections&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) You will learn of an extra rumour every week. If defined, your connections may enter play (we will warn you if they do).&lt;br /&gt;
|-&lt;br /&gt;
!Control Income&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may pick your weekly income&lt;br /&gt;
|-&lt;br /&gt;
!Improved Income&lt;br /&gt;
|Control Income&lt;br /&gt;
|2&lt;br /&gt;
|You receive a second, randomised, basic income.&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Income&lt;br /&gt;
|Improved Income&lt;br /&gt;
|4&lt;br /&gt;
|You receive an advanced income every week.&lt;br /&gt;
|-&lt;br /&gt;
!Followers&lt;br /&gt;
|Connections&lt;br /&gt;
|3&lt;br /&gt;
|Followers may assist with your [[Downtime]] agenda, or can be assigned a separate basic agenda. They require the consumption of Food resource to do so reliably, otherwise they must spend their downtime scavenging for food.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=1069</id>
		<title>Skills/Basic</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=1069"/>
		<updated>2018-11-12T18:08:56Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Organic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Constitution ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Fitness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit; this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Hardiness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit (total +2); this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Toughness&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
| +1 Hit (total +3); this allows you to take a further mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Organic ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Medicine&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may spend a minute on appropriate role play to call CURE ALL on any Character. You may spend a reagent to reduce this to 10 seconds. During this time, their Bleed Count is paused. You may examine Wound Cards.&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|Medicine&lt;br /&gt;
|3&lt;br /&gt;
|May Spend a minute in appropriate role play to call RESTORE on a character. You may spend a reagent to do this is 10 seconds instead. You may attempt to heal Wounds. You may ignore the effects of one Wound.&lt;br /&gt;
|-&lt;br /&gt;
!Animal Dissection&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge dead organic corpses for food or reagents destroying the corpse in the process. Three times per day, you may also learn a fact about the corpse in the process of the dissection.&lt;br /&gt;
|-&lt;br /&gt;
!Poisoner&lt;br /&gt;
|Animal Dissection&lt;br /&gt;
|3&lt;br /&gt;
|Can use Food to apply [[poisons]] to your own weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Disassembler&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge working or broken machines and mechanical corpses for scraps and sometimes for advanced resources. Three times per day you may attempt to learn about the object in the process. If you disassemble a [[AI#Black Box|black box]], you learn about the AI. Disassembly always destroys the object.&lt;br /&gt;
|-&lt;br /&gt;
!Jury-rigger&lt;br /&gt;
|Disassembler&lt;br /&gt;
|3&lt;br /&gt;
|You may use Scrap to fix broken things. These will mostly be machines.&lt;br /&gt;
|-&lt;br /&gt;
!Reading&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|You can read Citadel Script. See [[Literacy]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
!Writing&lt;br /&gt;
|Reading&lt;br /&gt;
|2&lt;br /&gt;
|You may write Citadel Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Income and Downtime ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Connections&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) You will learn of an extra rumour every week. If defined, your connections may enter play (we will warn you if they do).&lt;br /&gt;
|-&lt;br /&gt;
!Control Income&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may pick your weekly income&lt;br /&gt;
|-&lt;br /&gt;
!Improved Income&lt;br /&gt;
|Control Income&lt;br /&gt;
|2&lt;br /&gt;
|You receive a second, randomised, basic income.&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Income&lt;br /&gt;
|Improved Income&lt;br /&gt;
|4&lt;br /&gt;
|You receive an advanced income every week.&lt;br /&gt;
|-&lt;br /&gt;
!Followers&lt;br /&gt;
|Connections&lt;br /&gt;
|3&lt;br /&gt;
|Followers may assist with your [[Downtime]] agenda, or can be assigned a separate basic agenda. They require the consumption of Food resource to do so reliably, otherwise they must spend their downtime scavenging for food.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1067</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1067"/>
		<updated>2018-11-08T14:27:23Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Advanced Agendas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
Your character has an entire week of off-screen life that we do not roleplay. You can inform the refs about some of the things your character doing in this time. This is entirely optional and if you do not submit a downtime for your character, we will assume they scavenged for resources and you will start the next interactive with an extra random basic resource.&lt;br /&gt;
&lt;br /&gt;
==== Submitting Downtime ====&lt;br /&gt;
&lt;br /&gt;
Downtime can be submitted using this [https://docs.google.com/forms/d/e/1FAIpQLSeoL995YkFfMp2V__vq2DwT3xRUXKabFVbmEtzU6s9OpWjkpA/viewform?usp=sf_link form]. The deadline to submit the downtime is usually midnight on Sunday.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Mechanics and Limitations ====&lt;br /&gt;
&lt;br /&gt;
During Downtime the Citadel is closed. It is not possible to interact with the inside of the Citadel during downtime, unless there was an explicit uptime opportunity which the refs made clear. Although player action may force such an opportunity, such will be the exception and not the rule. In the absence of such an opportunity, here is the basic list of Downtime options.&lt;br /&gt;
&lt;br /&gt;
Problems cannot be solved during Downtime. You can only alter the course of a problem, or make certain encounters happen in uptime, so that the problem can be solved in play.&lt;br /&gt;
&lt;br /&gt;
==== Basic Agendas ====&lt;br /&gt;
&#039;&#039;Agendas marked with an asterisk (*) mimic corresponding [[Skills#Income and Downtime|skills]], their effect is roughly equivalent to the skill in question&#039;&#039;&lt;br /&gt;
{| &lt;br /&gt;
! Find Rumours* &lt;br /&gt;
| Get a rumour or two.&lt;br /&gt;
|- &lt;br /&gt;
! Investigate&lt;br /&gt;
| Gather information and intelligence. This is very broad in scope and information provided depends on the investigated target.&lt;br /&gt;
|- &lt;br /&gt;
! Scavenge* &lt;br /&gt;
| Gain more basic resources, or gain a specific item&lt;br /&gt;
|- &lt;br /&gt;
! Sabotage&lt;br /&gt;
| Delays a faction from achieving a specific goal. This will not solve a problem, at best it will change a problem into a different problem.&lt;br /&gt;
|- &lt;br /&gt;
! Contact&lt;br /&gt;
| The contacted NPC or Faction representatives will turn up at Citadel in uptime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced Agendas ====&lt;br /&gt;
&lt;br /&gt;
Anything else. Not formalised, might not work in your favour. Having fed followers or connections will help you. Examples include spreading a rumour, raiding a faction or codifying a communion that you have successfully performed in during the interactive.&lt;br /&gt;
&lt;br /&gt;
=== Downtime effects ===&lt;br /&gt;
&lt;br /&gt;
You cannot solve a problem in Downtime, but you can make sure it appears in uptime, or weaken its position prior to uptime.&lt;br /&gt;
&lt;br /&gt;
Finding out about novel things, or crafting new things, is primarily an uptime endeavour. Investigate is not a &#039;&#039;Research&#039;&#039; agenda, it&#039;s a &#039;&#039;Gather Information&#039;&#039; agenda. Downtime may be an appropriate venue to warn refs about upcoming attempts to cool things, however, as prepared refs write better results.&lt;br /&gt;
&lt;br /&gt;
The effects as described involve the basic results one can gain from downtimes. Having the connection skills or fed followers will improve the effects of downtime actions. This means the sabotage is more potent or prevents a faction from achieving goal for long term, contacts come with favourable disposition or even bearing tribute, information gathering may yield other unrelated actionable intelligence etc.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1066</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1066"/>
		<updated>2018-11-08T14:26:43Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Communions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
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=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some rituals that provide benefits to each contributor scale in an obvious way. Other rituals might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
The psion leading the communion can sacrifice food, and other organic resources, to  significantly increase the potency of a communion. One example is the [[Psionic Powers#Melding Pathway|Sending]] communion which allows the psion lead to dispatch a whole letter if food is used. The psion lead may alternatively opt to spend some of their life force instead of food - this will inflict a wound on the lead.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1065</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1065"/>
		<updated>2018-11-08T14:26:13Z</updated>

		<summary type="html">&lt;p&gt;Azurit: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. The favour can be further increased by spending scrap and other inorganic resources. &lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
To perform a ritual on a target, all participants must start while in touch range of the target. Once the ritual starts, the participants may not move from the site of the ritual but the target is free to move away. A successfully completed ritual will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Azurit</name></author>
	</entry>
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