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	<updated>2026-04-21T07:00:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1035</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1035"/>
		<updated>2018-10-15T14:03:02Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Communion Potency */ this appears to have changed&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;
&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;
==== 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 focus provide more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
The psion leading the communion can spend food to significantly alter the nature of the communion - significantly increasing the potency. 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>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1022</id>
		<title>Talk:Skills/Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1022"/>
		<updated>2018-10-11T11:48:03Z</updated>

		<summary type="html">&lt;p&gt;Bink: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1021</id>
		<title>Talk:Skills/Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1021"/>
		<updated>2018-10-11T11:43:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can I interest you in making Initiation and Bind back in to rites? They already need an AI present, which the caster probably just spent 2 minutes doing a ritual to summon. Spending another 2 minutes to put it in a box after negotiations as well just seems annoying. [[User:Bink|Bink]] ([[User talk:Bink|talk]]) 12:43, 11 October 2018 (BST)&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1020</id>
		<title>Talk:Skills/Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Skills/Techgnosis&amp;diff=1020"/>
		<updated>2018-10-11T11:43:35Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;Can I interest you in making Initiation and Bind back in to rites? They already need an AI present, which I probably just spent 2 minutes doing a ritual to summon. Spending an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can I interest you in making Initiation and Bind back in to rites? They already need an AI present, which I probably just spent 2 minutes doing a ritual to summon. Spending another 2 minutes to put it in a box after negotiations as well just seems annoying. [[User:Bink|Bink]] ([[User talk:Bink|talk]]) 12:43, 11 October 2018 (BST)&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Diamond_Tribe&amp;diff=975</id>
		<title>Tribe/Diamond Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Diamond_Tribe&amp;diff=975"/>
		<updated>2018-10-04T10:39:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Religion */ I believe &amp;quot;core backup&amp;quot; has been retired as a term?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Fear of death&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insular&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;AI worshippers&#039;&#039;&#039;&lt;br /&gt;
A Tribe of Dead Strains who fear death, and worship their founder.&lt;br /&gt;
===Formation===&lt;br /&gt;
{{Categories|Tribes}}&lt;br /&gt;
&lt;br /&gt;
To be born into the Diamond Tribe is to keep the secrets of the Diamond Tribe. Most are Dead-strains, and those that aren’t are pitied for the fact they have less of a relationship with the AI, and often feel they have to do more to prove themselves. They are small and focused on their own affairs- that is self preservation.&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
&lt;br /&gt;
The Diamond Tribe is led by an Advanced AI, “The Diamond”, that some believe to be the AI of the original founder of the Tribe, made eternal. This AI is slow to decide, but when it does it is vehement in its decisions, all of which are focused on the continuing survival of the Tribe, and to attempt to fight against the decline of the world. It has been VERY interested in the re-opening of the Citadel, moving out of the despondence that has afflicted it in the last few decades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any member of the Diamond Tribe can partially house “The Diamond”; this is a “Greeter” partial housing. See the AI rules for what this means. Dead-strains of this Tribe may begin with “The Diamond” partially housed in their ka already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
&lt;br /&gt;
The ‘Diamond’ Tribe are one of the least friendly Tribes of the Outlook. They engage in no outright violence, and are not aggressive, but they have an insular attitude; their Tribe before all else. This is based heavily on the fact they feel the other groups are far too accepting of the situation that they are in now, on a dying world.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Their religious beliefs are based around worship of the AI; AIs represent the possibility of salvation from the inevitability of death. They are seen as more perfect than humans, and their black boxes are regularly kept in elegant receptacles.&lt;br /&gt;
&lt;br /&gt;
===Defining Trait===&lt;br /&gt;
&lt;br /&gt;
They have a hatred of death, and a fear of it, many spend their lives attempting to create AI constructs of themselves that will survive after they have gone, but they are held back by the knowledge that their attempts create facsimiles too simplistic to truly be a entity that could meaningfully reflect them when they are gone.&lt;br /&gt;
&lt;br /&gt;
===Aesthetic===&lt;br /&gt;
&lt;br /&gt;
All members seek to bear a black box, that they have strapped to them, usually to their waist, in mimicry of the AI.&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
&lt;br /&gt;
No player contact- just tell the refs you wish to join this tribe!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Diamond_Tribe&amp;diff=974</id>
		<title>Tribe/Diamond Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Diamond_Tribe&amp;diff=974"/>
		<updated>2018-10-04T10:38:31Z</updated>

		<summary type="html">&lt;p&gt;Bink: I believe that term has disappeared.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Fear of death&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insular&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;AI worshippers&#039;&#039;&#039;&lt;br /&gt;
A Tribe of Dead Strains who fear death, and worship their founder.&lt;br /&gt;
===Formation===&lt;br /&gt;
{{Categories|Tribes}}&lt;br /&gt;
&lt;br /&gt;
To be born into the Diamond Tribe is to keep the secrets of the Diamond Tribe. Most are Dead-strains, and those that aren’t are pitied for the fact they have less of a relationship with the AI, and often feel they have to do more to prove themselves. They are small and focused on their own affairs- that is self preservation.&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
&lt;br /&gt;
The Diamond Tribe is led by an Advanced AI, “The Diamond”, that some believe to be the AI of the original founder of the Tribe, made eternal. This AI is slow to decide, but when it does it is vehement in its decisions, all of which are focused on the continuing survival of the Tribe, and to attempt to fight against the decline of the world. It has been VERY interested in the re-opening of the Citadel, moving out of the despondence that has afflicted it in the last few decades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any member of the Diamond Tribe can partially house “The Diamond”; this is a “Greeter” partial housing. See the AI rules for what this means. Dead-strains of this Tribe may begin with “The Diamond” partially housed in their ka already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
&lt;br /&gt;
The ‘Diamond’ Tribe are one of the least friendly Tribes of the Outlook. They engage in no outright violence, and are not aggressive, but they have an insular attitude; their Tribe before all else. This is based heavily on the fact they feel the other groups are far too accepting of the situation that they are in now, on a dying world.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
Their religious beliefs are based around worship of the AI; AIs represent the possibility of salvation from the inevitability of death. They are seen as more perfect than humans, and their core backups are regularly kept in elegant boxes.&lt;br /&gt;
&lt;br /&gt;
===Defining Trait===&lt;br /&gt;
&lt;br /&gt;
They have a hatred of death, and a fear of it, many spend their lives attempting to create AI constructs of themselves that will survive after they have gone, but they are held back by the knowledge that their attempts create facsimiles too simplistic to truly be a entity that could meaningfully reflect them when they are gone.&lt;br /&gt;
&lt;br /&gt;
===Aesthetic===&lt;br /&gt;
&lt;br /&gt;
All members seek to bear a black box, that they have strapped to them, usually to their waist, in mimicry of the AI.&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
&lt;br /&gt;
No player contact- just tell the refs you wish to join this tribe!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=935</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=935"/>
		<updated>2018-09-28T15:01:00Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Visual cues */ fix style.&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;
&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 (THUNK/SMASH)&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.&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 for 30s. You need to roleplay the dropping and struggling, 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.&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>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=905</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=905"/>
		<updated>2018-09-27T17:00:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Don’t throw cored weapons */ There is no skill or equipment definition for cored javelins, so I assume they&amp;#039;re not in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System|Rules}}&lt;br /&gt;
When taking part in any LARP, there are always rules to learn, but you shouldn’t worry too much if you don’t know them all.  &#039;&#039;&#039;Safety is the big exception.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The safety rules are extremely important, and all players must know and adhere to them.  People should only take part in LARP if they play safely.&lt;br /&gt;
&lt;br /&gt;
With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
== General safety ==&lt;br /&gt;
====Your own safety ====&lt;br /&gt;
:Nobody else is responsible for stopping you from doing something silly.  If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it’s your own fault.  If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know.  Use common sense.  If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
====The safety of people around you====&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it.  There are a number of ways to go about this:&lt;br /&gt;
=====STOP THE GAME=====&lt;br /&gt;
::STOP THE GAME is an out of character “call” that any player can use to alert all players to a dangerous situation.  If somebody shouts STOP THE GAME you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it.  You should use the STOP THE GAME call if you feel unsafe for any reason, if a genuine injury occurs, or for other situations where you need to stop play.  We also use STOP THE GAME in CLS for lost glasses, which is why it’s important to stop moving if you hear the call.&lt;br /&gt;
=====Informing the player responsible=====&lt;br /&gt;
::If appropriate, raise the attention of other players if they are in danger (such as if they are about to fall in the river) or if they are acting unsafely.  If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
=====Informing a referee=====&lt;br /&gt;
::For non-immediate issues, inform a referee. If you have a problem with a specific referee, you can inform a different referee or you can email to citadellarp@gmail.com which gets [[Refs#Buffered_Contact|filtered and anonymised]] before passing the concerns onto the ref team as a whole.&lt;br /&gt;
=====Informing the exec=====&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, that’s fine too.&lt;br /&gt;
====Listening to additional safety briefs====&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there’s anything you should be aware of.  (For example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon safety ==&lt;br /&gt;
====ONLY FIGHT WITH SUITABLE WEAPON PROPS====&lt;br /&gt;
:It is vitally important that you only fight with weapon and shield props that have been specifically built for LARP combat and that have been checked by an experienced weapons tester.  &#039;&#039;&#039;Never&#039;&#039;&#039; hit people with any other item or prop.&lt;br /&gt;
====Don’t hit non-contact players====&lt;br /&gt;
:Some players can’t be hit for OOC reasons.  Be very careful to respect this, and use the [[Combat rules#Non-contact combat|non-contact rules]] if you do wish to attack them IC.&lt;br /&gt;
====Never stab with non-stab-safe weapons====&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe.  It’s also not nice to do it to people.  This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In CLS, stabbing is only allowed with two-handed compressible-tip polearms that have been specifically designed for that purpose.  It is your responsibility as a player to ensure that any polearm you pick up is “stab safe” before using it to stab with.  Both your hands must remain on and in control of the polearm at all times.  Running the haft through your leading hand (also known as “snooker cueing”) to increase the reach is not acceptable.&lt;br /&gt;
====Polearm safety====&lt;br /&gt;
:If you wish to use a polearm, you must undertake a polearm competency check by the safety officer.&lt;br /&gt;
====Pull your blows ====&lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible.  If you are hitting someone too hard, they will tell you.  If you feel that someone is hitting you too hard, you should tell them.  Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder.  Be especially mindful of this at night, because you can’t see people in the dark.  Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
====Be especially careful with head attacks====&lt;br /&gt;
:Hitting someone hard in the head is completely out of order.  Do not do it.  As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the most common reason for this), and even then you should exercise cautious judgement.&lt;br /&gt;
====Check your weapons regularly====&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage from time to time.  If the society safety officer tells you a weapon is unsafe, it is unsafe regardless of previous rulings.&lt;br /&gt;
====There is no grappling or shield bashing or physical fighting in our game====&lt;br /&gt;
:Do not manhandle other people - it’s not polite and we don’t allow it.  You may if you wish make a personal arrangement with another player to engage in more physical combat, but you must arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple one week may have an injury the next.  Similarly, just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you.  You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
====Don’t throw cored weapons====&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing.  Don’t throw other weapons.&lt;br /&gt;
&lt;br /&gt;
====Don’t fight hand-to-hand with throwing weapons====&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won’t be expecting your weapon to bend.&lt;br /&gt;
====Bow safety====&lt;br /&gt;
:We use bows and crossbows in our game.  If you wish to use a bow or a crossbow, you must first undertake a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly: if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
====Arrow safety for all players====&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, as this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break from fighting for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are two excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive - if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and emotional wellbeing ==&lt;br /&gt;
If a situation arises that makes you uncomfortable out-of-character, you do not need to continue roleplaying it if you do not want to.  If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call STOP THE GAME in this situation.&lt;br /&gt;
&lt;br /&gt;
If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we’re happy to discuss how we can avoid that situation occurring in the game. If you’d prefer to speak to the Exec, that’s fine too.&lt;br /&gt;
&lt;br /&gt;
=== Citadel E&amp;amp;D Policy ===&lt;br /&gt;
We take equal opportunities very seriously. We aim to create an environment at our events that is accessible to all and free from discrimination and prejudice.&lt;br /&gt;
&lt;br /&gt;
Discrimination on the grounds of gender, sex, disability, sexuality or OOC skin colour make no sense in the game&#039;s setting and we do not expect anyone’s characters to express sexist, ableist, homophobic, transphobic or racist views.&lt;br /&gt;
&lt;br /&gt;
Discrimination does exist within the game world; the different species, or Strains, may look down on others, and different factions may have hierarchies. The point is simply that such discrimination should be solely about in-character factors, rather than factors of the person playing the character. Real life discrimination in or out of character on the grounds of gender, sex, transgender status, disability, sexual orientation or sexual behaviour is not acceptable. In particular we ask people to be careful to use people&#039;s preferred names and pronouns given that people may play characters of a different gender to their own. Indeed, we encourage players to wear pronoun badges, with their preferred pronouns for their characters. Someone not wearing such a badge, however, is not an excuse to persistently misgender them.&lt;br /&gt;
&lt;br /&gt;
Please note that our game contains various mental effects which can affect your character&#039;s mind, however please be very careful if you chose to roleplay characters with any kind of mental illness or disability and avoid hurtful stereotypes. We should not include mental effects, especially the AI roleplaying effects, which parody real-world mental illness.&lt;br /&gt;
&lt;br /&gt;
While a roleplay effect could cause you to act more strongly on your feelings or desires, roleplay effects that cause new sexual desires are not allowed in The Citadel. Roleplay effects should never make you do something you&#039;re uncomfortable with.&lt;br /&gt;
&lt;br /&gt;
Each participant should feel safe and comfortable deciding their own level of involvement, and should not experience pressure to hold back or engage when they do not wish to.&lt;br /&gt;
&lt;br /&gt;
A summary of our beliefs are as follows&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Make all reasonable efforts and adjustments to ensure that our games are inclusive.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Respond promptly to harassment and equality issues, including those relating to race, gender, disability and sexual orientation, and recognise the complexities of the interrelations between them.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Treat all complaints seriously and respond appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Sensitive topics in Citadel===&lt;br /&gt;
&lt;br /&gt;
As a society game meant to be accessible to all, there will be a series of topics that are inappropriate, and references to them are unacceptable. This specifically includes non-consensual sex, sex with minors, and abuse.&lt;br /&gt;
&lt;br /&gt;
In order to tell our story, there will always be sets of topics that, whilst acceptable, we expect our players to be sensible and mature about discussing them; and to take special care with them. If you have any issues with these topics, please let the ref team know so we can take special care around them. These include murder, genocide, suicide, forced experimentation and torture.&lt;br /&gt;
&lt;br /&gt;
The golden rule however, is this; &#039;&#039;&#039;if someone says a certain topic is making them uncomfortable, stop talking about it&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
A list of some time honoured Cambridge Larp advice passed down through the ages&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river (on Granchester Meadow)&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way. Refs will also help move you, if they think things are looking unsafe&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=892</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=892"/>
		<updated>2018-09-27T14:03:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Example Basic Properties */&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;&#039;&#039;TODO: Define thrown weapons&#039;&#039;&#039;&#039;&#039;&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;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=891</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=891"/>
		<updated>2018-09-27T14:03:49Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Example Basic Properties */&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;&#039;&#039;TODO: Define thrown weapons&#039;&#039;&#039;&#039;&#039;&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 gave 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;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=724</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=724"/>
		<updated>2018-09-21T13:52:01Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* World effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&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;
==== 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 an extra rumour or two.&lt;br /&gt;
|- &lt;br /&gt;
! Investigate (PC, NPC, Faction, Thing, Rumour)&lt;br /&gt;
| Obtain 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 (Faction goal) &lt;br /&gt;
| Delays a faction from achieving a specific goal.&lt;br /&gt;
|- &lt;br /&gt;
! Contact (NPC, Faction)	&lt;br /&gt;
| The NPC or their 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. One known advanced agenda is the spreading of rumours.&lt;br /&gt;
&lt;br /&gt;
=== World 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. The &#039;&#039;Research&#039;&#039; option is relates to information gathering, not experimentation. Downtime may be an appropriate venue to warn refs about upcoming attempts, however, as prepared refs write better results.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Tribe/Teddybear%27s_Listeners&amp;diff=713</id>
		<title>Talk:Tribe/Teddybear&#039;s Listeners</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Tribe/Teddybear%27s_Listeners&amp;diff=713"/>
		<updated>2018-09-21T13:36:53Z</updated>

		<summary type="html">&lt;p&gt;Bink: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Tribe/Teddybear%27s_Listeners&amp;diff=691</id>
		<title>Talk:Tribe/Teddybear&#039;s Listeners</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Tribe/Teddybear%27s_Listeners&amp;diff=691"/>
		<updated>2018-09-21T12:58:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;I find calling gene strains &amp;quot;fay&amp;quot; a bit jarring tbh. Too evocative of the Breaking Worlds meaning (which I suppose it deliberate, but still). Bink (User talk:B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I find calling gene strains &amp;quot;fay&amp;quot; a bit jarring tbh. Too evocative of the Breaking Worlds meaning (which I suppose it deliberate, but still). [[User:Bink|Bink]] ([[User talk:Bink|talk]]) 13:58, 21 September 2018 (BST)&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=690</id>
		<title>Talk:The Citadel LRP</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=690"/>
		<updated>2018-09-21T12:58:36Z</updated>

		<summary type="html">&lt;p&gt;Bink: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=689</id>
		<title>Talk:The Citadel LRP</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=689"/>
		<updated>2018-09-21T12:58:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I find calling gene strains &amp;quot;fay&amp;quot; a bit jarring tbh. Too evocative of the Breaking Worlds meaning (which I suppose it deliberate, but still). [[User:Bink|Bink]] ([[User talk:Bink|talk]]) 13:58, 21 September 2018 (BST)&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=688</id>
		<title>Talk:The Citadel LRP</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:The_Citadel_LRP&amp;diff=688"/>
		<updated>2018-09-21T12:58:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;I find calling gene strains &amp;quot;fay&amp;quot; a bit jarring tbh. Too evocative of the Breaking Worlds meaning (which I suppose it deliberate, but still).&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I find calling gene strains &amp;quot;fay&amp;quot; a bit jarring tbh. Too evocative of the Breaking Worlds meaning (which I suppose it deliberate, but still).&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=675</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=675"/>
		<updated>2018-09-21T10:39:33Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&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;
==== Basic Agendas ====&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Find Rumours* &lt;br /&gt;
| Get an extra rumour or two.&lt;br /&gt;
|- &lt;br /&gt;
! Investigate (PC, NPC, faction)&lt;br /&gt;
| Get info; find goals; know what Linear an NPC wants&lt;br /&gt;
|- &lt;br /&gt;
! Investigate Rumour &lt;br /&gt;
| Find source of a Rumour, and get extra info about it&lt;br /&gt;
|- &lt;br /&gt;
! Research (Thing)	&lt;br /&gt;
| Get info&lt;br /&gt;
|- &lt;br /&gt;
! Scavenge* &lt;br /&gt;
| Get extra item, or pick item&lt;br /&gt;
|- &lt;br /&gt;
! Sabotage (NPC faction) &lt;br /&gt;
| Weaken Faction&lt;br /&gt;
|- &lt;br /&gt;
! Contact (NPC/Faction)	&lt;br /&gt;
| They turn up at Interactive, or representatives do&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced Agendas ====&lt;br /&gt;
&lt;br /&gt;
Anything else. Not formalised, might work against your favours. Having fed followers or connections will help you.&lt;br /&gt;
&lt;br /&gt;
One known advanced agenda is the spreading of rumours.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Things with stars (*) mimic skills, they are roughly equivalent to buying the skill, but use up a DT.&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. The “Research” option is about asking around, not experimentation. Downtime may be an appropriate venue to warn refs about upcoming attempts, however, as prepared refs write better results.&lt;br /&gt;
&lt;br /&gt;
[http://www.camlarp.co.uk/Monstering Monstering] a Linear gives you +1 Basic Resource&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=674</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=674"/>
		<updated>2018-09-21T10:38:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* One hand in the air */&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, OC 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;
===== High-vis =====&lt;br /&gt;
&lt;br /&gt;
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;
===== One hand in the air =====&lt;br /&gt;
&lt;br /&gt;
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;
===== Hand shading the eyes =====&lt;br /&gt;
&lt;br /&gt;
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;
&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 (THUNK/SMASH)&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.&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 for 30s. You need to roleplay the dropping and struggling, 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.&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>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=673</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Calls&amp;diff=673"/>
		<updated>2018-09-21T10:30:33Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Safety, OC Calls */ Import visual cues section from BW.&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, OC 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;
===== High-vis =====&lt;br /&gt;
&lt;br /&gt;
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;
===== One hand in the air =====&lt;br /&gt;
&lt;br /&gt;
Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored.  If you are [[monstering]], you should use this when moving between encounters.&lt;br /&gt;
&lt;br /&gt;
===== Hand shading the eyes =====&lt;br /&gt;
&lt;br /&gt;
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;
&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 (THUNK/SMASH)&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.&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 for 30s. You need to roleplay the dropping and struggling, 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.&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>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=672</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=672"/>
		<updated>2018-09-21T10:21:55Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Discrimination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
When taking part in any LARP, there are always rules to learn, but you shouldn’t worry too much if you don’t know them all.  &#039;&#039;&#039;Safety is the big exception.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The safety rules are extremely important, and all players must know and adhere to them.  People should only take part in LARP if they play safely.&lt;br /&gt;
&lt;br /&gt;
With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you from doing something silly.  If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it’s your own fault.  If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know.  Use common sense.  If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it.  There are a number of ways to go about this:&lt;br /&gt;
:;STOP THE GAME&lt;br /&gt;
::STOP THE GAME is an out of character “call” that any player can use to alert all players to a dangerous situation.  If somebody shouts STOP THE GAME you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it.  You should use the STOP THE GAME call if you feel unsafe for any reason, if a genuine injury occurs, or for other situations where you need to stop play.  We also use STOP THE GAME in CLS for lost glasses, which is why it’s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players if they are in danger (such as if they are about to fall in the river) or if they are acting unsafely.  If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
:;Informing a referee&lt;br /&gt;
::For non-immediate issues, inform a referee. If you have a problem with a specific referee, you can inform a different referee or you can email to citadellarp@gmail.com which gets [[Refs#Buffered_Contact|filtered and anonymised]] before passing the concerns onto the ref team as a whole.&lt;br /&gt;
:;Informing the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, that’s fine too.&lt;br /&gt;
;Listening to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there’s anything you should be aware of.  (For example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon safety ==&lt;br /&gt;
;ONLY FIGHT WITH SUITABLE WEAPON PROPS&lt;br /&gt;
:It is vitally important that you only fight with weapon and shield props that have been specifically built for LARP combat and that have been checked by an experienced weapons tester.  &#039;&#039;&#039;Never&#039;&#039;&#039; hit people with any other item or prop.&lt;br /&gt;
;Don’t hit non-contact players&lt;br /&gt;
:Some players can’t be hit for OOC reasons.  Be very careful to respect this, and use the [[Combat rules#Non-contact combat|non-contact rules]] if you do wish to attack them IC.&lt;br /&gt;
;Never stab with non-stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe.  It’s also not nice to do it to people.  This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In CLS, stabbing is only allowed with two-handed compressible-tip polearms that have been specifically designed for that purpose.  It is your responsibility as a player to ensure that any polearm you pick up is “stab safe” before using it to stab with.  Both your hands must remain on and in control of the polearm at all times.  Running the haft through your leading hand (also known as “snooker cueing”) to increase the reach is not acceptable.&lt;br /&gt;
;Polearm safety&lt;br /&gt;
:If you wish to use a polearm, you must undertake a polearm competency check by the safety officer.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible.  If you are hitting someone too hard, they will tell you.  If you feel that someone is hitting you too hard, you should tell them.  Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder.  Be especially mindful of this at night, because you can’t see people in the dark.  Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is completely out of order.  Do not do it.  As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the most common reason for this), and even then you should exercise cautious judgement.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage from time to time.  If the society safety officer tells you a weapon is unsafe, it is unsafe regardless of previous rulings.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people - it’s not polite and we don’t allow it.  You may if you wish make a personal arrangement with another player to engage in more physical combat, but you must arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple one week may have an injury the next.  Similarly, just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you.  You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Don’t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing.  Don’t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule.  You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker.  They must be under 36” to do so.&lt;br /&gt;
;Don’t fight hand-to-hand with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won’t be expecting your weapon to bend.&lt;br /&gt;
;Bow safety&lt;br /&gt;
:We use bows and crossbows in our game.  If you wish to use a bow or a crossbow, you must first undertake a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly: if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow safety for all players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, as this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break from fighting for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are two excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive - if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and emotional wellbeing ==&lt;br /&gt;
If a situation arises that makes you uncomfortable out-of-character, you do not need to continue roleplaying it if you do not want to.  If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call STOP THE GAME in this situation.&amp;lt;br&amp;gt;If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we’re happy to discuss how we can avoid that situation occurring in the game.  If you’d prefer to speak to the Exec, that’s fine too.&lt;br /&gt;
&lt;br /&gt;
=== Discrimination ===&lt;br /&gt;
References of any kind to &#039;&#039;&#039;&#039;&#039;TODO: list of banned and veiled topics in setting should probably go here&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality.  &#039;&#039;&#039;&#039;&#039;TODO: Check the rest of this paragraph is appropriate:&#039;&#039;&#039;&#039;&#039; Although forms of discrimination such as sexism existed in the past of the setting, they have long since been discarded as ridiculous.  We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
In-character discrimination based on tribe, world views, religion, and strain do occur within the setting.  However, it is very important to note that this is permitted only while in character, and only for in-character characteristics and beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind.  It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=671</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=671"/>
		<updated>2018-09-21T10:20:23Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Physical and emotional wellbeing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
When taking part in any LARP, there are always rules to learn, but you shouldn’t worry too much if you don’t know them all.  &#039;&#039;&#039;Safety is the big exception.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The safety rules are extremely important, and all players must know and adhere to them.  People should only take part in LARP if they play safely.&lt;br /&gt;
&lt;br /&gt;
With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you from doing something silly.  If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it’s your own fault.  If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know.  Use common sense.  If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it.  There are a number of ways to go about this:&lt;br /&gt;
:;STOP THE GAME&lt;br /&gt;
::STOP THE GAME is an out of character “call” that any player can use to alert all players to a dangerous situation.  If somebody shouts STOP THE GAME you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it.  You should use the STOP THE GAME call if you feel unsafe for any reason, if a genuine injury occurs, or for other situations where you need to stop play.  We also use STOP THE GAME in CLS for lost glasses, which is why it’s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players if they are in danger (such as if they are about to fall in the river) or if they are acting unsafely.  If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
:;Informing a referee&lt;br /&gt;
::For non-immediate issues, inform a referee. If you have a problem with a specific referee, you can inform a different referee or you can email to citadellarp@gmail.com which gets [[Refs#Buffered_Contact|filtered and anonymised]] before passing the concerns onto the ref team as a whole.&lt;br /&gt;
:;Informing the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, that’s fine too.&lt;br /&gt;
;Listening to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there’s anything you should be aware of.  (For example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon safety ==&lt;br /&gt;
;ONLY FIGHT WITH SUITABLE WEAPON PROPS&lt;br /&gt;
:It is vitally important that you only fight with weapon and shield props that have been specifically built for LARP combat and that have been checked by an experienced weapons tester.  &#039;&#039;&#039;Never&#039;&#039;&#039; hit people with any other item or prop.&lt;br /&gt;
;Don’t hit non-contact players&lt;br /&gt;
:Some players can’t be hit for OOC reasons.  Be very careful to respect this, and use the [[Combat rules#Non-contact combat|non-contact rules]] if you do wish to attack them IC.&lt;br /&gt;
;Never stab with non-stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe.  It’s also not nice to do it to people.  This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In CLS, stabbing is only allowed with two-handed compressible-tip polearms that have been specifically designed for that purpose.  It is your responsibility as a player to ensure that any polearm you pick up is “stab safe” before using it to stab with.  Both your hands must remain on and in control of the polearm at all times.  Running the haft through your leading hand (also known as “snooker cueing”) to increase the reach is not acceptable.&lt;br /&gt;
;Polearm safety&lt;br /&gt;
:If you wish to use a polearm, you must undertake a polearm competency check by the safety officer.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible.  If you are hitting someone too hard, they will tell you.  If you feel that someone is hitting you too hard, you should tell them.  Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder.  Be especially mindful of this at night, because you can’t see people in the dark.  Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is completely out of order.  Do not do it.  As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the most common reason for this), and even then you should exercise cautious judgement.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage from time to time.  If the society safety officer tells you a weapon is unsafe, it is unsafe regardless of previous rulings.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people - it’s not polite and we don’t allow it.  You may if you wish make a personal arrangement with another player to engage in more physical combat, but you must arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple one week may have an injury the next.  Similarly, just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you.  You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Don’t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing.  Don’t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule.  You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker.  They must be under 36” to do so.&lt;br /&gt;
;Don’t fight hand-to-hand with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won’t be expecting your weapon to bend.&lt;br /&gt;
;Bow safety&lt;br /&gt;
:We use bows and crossbows in our game.  If you wish to use a bow or a crossbow, you must first undertake a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly: if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow safety for all players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, as this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break from fighting for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are two excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive - if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and emotional wellbeing ==&lt;br /&gt;
If a situation arises that makes you uncomfortable out-of-character, you do not need to continue roleplaying it if you do not want to.  If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call STOP THE GAME in this situation.&amp;lt;br&amp;gt;If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we’re happy to discuss how we can avoid that situation occurring in the game.  If you’d prefer to speak to the Exec, that’s fine too.&lt;br /&gt;
&lt;br /&gt;
=== Discrimination ===&lt;br /&gt;
References of any kind to &#039;&#039;&#039;&#039;&#039;TODO: list of banned and veiled topics in setting should probably go here&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality.  &#039;&#039;&#039;&#039;&#039;TODO: Check the rest of this paragraph is appropriate:&#039;&#039;&#039;&#039;&#039; Although forms of discrimination such as sexism existed in the past of the setting, they have long since been discarded as ridiculous.  We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
In-character discrimination based on political views, social class, religion, and strain do occur within the setting.  However, it is very important to note that this is permitted only while in character, and only for in-character characteristics and beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind.  It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=659</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=659"/>
		<updated>2018-09-21T09:45:32Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
Above all, the most important part of combat is [[Safety|safety]] .&lt;br /&gt;
&lt;br /&gt;
Hit points are global; you lose at least one hit whenever you are struck. 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;
===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 green.&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 red.&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;
Warriors possess a pool of inner strength called stamina they can draw on to perform heroic feats. 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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=658</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=658"/>
		<updated>2018-09-21T09:42:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: Import more boiler plate from BW wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
When taking part in any LARP, there are always rules to learn, but you shouldn’t worry too much if you don’t know them all.  Safety is the big exception.  The safety rules are extremely important, and all players must know and adhere to them.  People should only take part in LARP if they play safely.&amp;lt;br&amp;gt;&lt;br /&gt;
With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you from doing something silly.  If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it’s your own fault.  If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know.  Use common sense.  If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it.  There are a number of ways to go about this:&lt;br /&gt;
:;STOP THE GAME&lt;br /&gt;
::STOP THE GAME is an out of character “call” that any player can use to alert all players to a dangerous situation.  If somebody shouts STOP THE GAME you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it.  You should use the STOP THE GAME call if you feel unsafe for any reason, if a genuine injury occurs, or for other situations where you need to stop play.  We also use STOP THE GAME in CLS for lost glasses, which is why it’s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players if they are in danger (such as if they are about to fall in the river) or if they are acting unsafely.  If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
:;Informing a referee&lt;br /&gt;
::For non-immediate issues, inform a referee.&lt;br /&gt;
:;Informing the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, that’s fine too.&lt;br /&gt;
;Listening to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there’s anything you should be aware of.  (For example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon safety ==&lt;br /&gt;
;ONLY FIGHT WITH SUITABLE WEAPON PROPS&lt;br /&gt;
:It is vitally important that you only fight with weapon and shield props that have been specifically built for LARP combat and that have been checked by an experienced weapons tester.  &#039;&#039;&#039;Never&#039;&#039;&#039; hit people with any other item or prop.&lt;br /&gt;
;Don’t hit non-contact players&lt;br /&gt;
:Some players can’t be hit for OOC reasons.  Be very careful to respect this, and use the [[Combat rules#Non-contact combat|non-contact rules]] if you do wish to attack them IC.&lt;br /&gt;
;Never stab with non-stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe.  It’s also not nice to do it to people.  This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In CLS, stabbing is only allowed with two-handed compressible-tip polearms that have been specifically designed for that purpose.  It is your responsibility as a player to ensure that any polearm you pick up is “stab safe” before using it to stab with.  Both your hands must remain on and in control of the polearm at all times.  Running the haft through your leading hand (also known as “snooker cueing”) to increase the reach is not acceptable.&lt;br /&gt;
;Polearm safety&lt;br /&gt;
:If you wish to use a polearm, you must undertake a polearm competency check by the safety officer.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible.  If you are hitting someone too hard, they will tell you.  If you feel that someone is hitting you too hard, you should tell them.  Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder.  Be especially mindful of this at night, because you can’t see people in the dark.  Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is completely out of order.  Do not do it.  As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the most common reason for this), and even then you should exercise cautious judgement.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage from time to time.  If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people - it’s not polite and we don’t allow it.  You may if you wish make a personal arrangement with another player to engage in more physical combat, but you must arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple one week may have an injury the next.  Similarly, just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you.  You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Don’t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing.  Don’t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule.  You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker.  They must be under 36” to do so.&lt;br /&gt;
;Don’t fight hand-to-hand with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won’t be expecting your weapon to bend.&lt;br /&gt;
;Bow safety&lt;br /&gt;
:We use bows and crossbows in our game.  If you wish to use a bow or a crossbow, you must first undertake a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly: if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow safety for all players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, as this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break from fighting for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are two excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive - if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical and emotional wellbeing ==&lt;br /&gt;
If a situation arises that makes you uncomfortable out-of-character, you do not need to continue roleplaying it if you do not want to.  If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|STOP THE GAME}} in this situation.&amp;lt;br&amp;gt;If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we’re happy to discuss how we can avoid that situation occurring in the game.  If you’d prefer to speak to the Exec, that’s fine too.&lt;br /&gt;
&lt;br /&gt;
=== Discrimination ===&lt;br /&gt;
References of any kind to &#039;&#039;&#039;&#039;&#039;TODO: list of banned and veiled topics in setting should probably go here&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality.  &#039;&#039;&#039;&#039;&#039;TODO: Check the rest of this paragraph is appropriate:&#039;&#039;&#039;&#039;&#039; Although forms of discrimination such as sexism existed in the past of the setting, they have long since been discarded as ridiculous.  We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
In-character discrimination based on political views, social class, religion, and strain do occur within the setting.  However, it is very important to note that this is permitted only while in character, and only for in-character characteristics and beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind.  It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Equipment&amp;diff=654</id>
		<title>Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Equipment&amp;diff=654"/>
		<updated>2018-09-21T09:37:29Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is dual wielding bucklers okay?&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Equipment&amp;diff=653</id>
		<title>Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Equipment&amp;diff=653"/>
		<updated>2018-09-21T09:36:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is dual wielding bucklers okay?&lt;br /&gt;
* Explicitly denied on the pitch doc. [[User:Bink|Bink]] ([[User talk:Bink|talk]]) 10:36, 21 September 2018 (BST)&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=650</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Equipment&amp;diff=650"/>
		<updated>2018-09-21T09:00:52Z</updated>

		<summary type="html">&lt;p&gt;Bink: Transplant from BW wiki.&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;&#039;&#039;TODO: Define thrown weapons&#039;&#039;&#039;&#039;&#039;&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.&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;
Any character can wear armour to gain one additional Hit. Some skills increase the bonus from armour.&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.&lt;br /&gt;
&lt;br /&gt;
Basic Armour is of lower quality than Advanced Armour, and everyone may craft and repair it.&lt;br /&gt;
There’s no benefit to wearing Advanced Armour unless you know how to make use of it.&lt;br /&gt;
&lt;br /&gt;
Advanced armour has a higher plateau of hits it can grant you, and can take an extra customization if you have the “Dentbasher” skill. You can only benefit from customizations if you possess the Dentbasher skill, whether you wear Basic or in Advanced Armour. Applying a customization costs 1 Scrap. If you start with the skill, you may start with one customization. Some customizations can be upgraded, an upgraded customization counts as two customizations, and these are only available when wearing Advanced Armour.&lt;br /&gt;
&lt;br /&gt;
Creation of Advanced Armour requires 5 Scrap; maintaining it requires a further Scrap per week. Only characters with the Dentbasher skill can craft Advanced Armour. You may upgrade existing Basic Armour into Advanced Armour with 5 Scrap.&lt;br /&gt;
&lt;br /&gt;
If you have the ability to take a reduced effect from CRUSH, you must wear a Tag.&lt;br /&gt;
&lt;br /&gt;
====Example Customizations====&lt;br /&gt;
It should be possible to experiment with new effects, and Advanced customizations should be possible using Advanced Inorganic Resources.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=603</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=603"/>
		<updated>2018-09-20T12:38:22Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Limits to Defining Your Tribe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current Tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
**Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
**As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned on the [[Religion|Religion and Spirituality]] page, no religion is allowed to parody real-world religion, or to mimic it closely enough to not be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship - unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=602</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=602"/>
		<updated>2018-09-20T12:37:35Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current Tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
*Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
*As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned on the [[Religion|Religion and Spirituality]] page, no religion is allowed to parody real-world religion, or to mimic it closely enough to not be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship - unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=601</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=601"/>
		<updated>2018-09-20T12:35:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Limits to Defining Your Tribe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current_tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
*Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
*As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned on the [[Religion|Religion and Spirituality]] page, no religion is allowed to parody real-world religion, or to mimic it closely enough to not be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship - unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=600</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=600"/>
		<updated>2018-09-20T12:27:28Z</updated>

		<summary type="html">&lt;p&gt;Bink: This is what it&amp;#039;s been so far.&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 larp-exec@srcf.net&lt;br /&gt;
&lt;br /&gt;
If you have an issue that you want to raise, but want to have it filtered before reaching the ref team, for anonymity or other reasons, use citadellarp@gmail.com&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=136</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=136"/>
		<updated>2018-09-18T12:03:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AIs come in at least two varieties, Basic and Advanced. AIs may be encountered as holograms, housed in objects, or housed in a human’s ka; it is rumoured by some storyteller that AIs may house themselves in “bodies” inside the Citadel, in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
[[Basic_AIs|Basic AIs]] are simplistic and often have a singular focus, belonging to certain clichéd classes and finding novelty difficult. When manifested as a hologram, basic AIs are typically more constrained and less physically capable than humans, outside of a narrow frame of expertise. Housing a basic AI is straightforward, and although often uncomfortable, is usually without incident. It is possible to Request a generic class of Basic AI, or perhaps a specific Basic AI. These AI are simple, and often very bad at lying.&lt;br /&gt;
&lt;br /&gt;
Advanced AIs are complex, and although their interested are as focused as basic AIs, their methodology and capabilities are not. They are at least the equal of humanity in any venture, and in their areas of interest and focus exceed them. Advanced AIs are varied, and it is far more difficult to draw parallels between them than it is to draw parallels between Basic AIs. Housing an Advanced AI without the right skill &amp;lt;s&amp;gt;replaces your personality with the AI’s permanently. You are now dead as far as your ka is concerned, and your skilllist and motivation completely changes&amp;lt;/s&amp;gt; is impossible and highly dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge. A list of sample Advanced AIs can be found [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual.&lt;br /&gt;
&lt;br /&gt;
Holograms are the most common way to encounter AIs. They are physically real, and touchable, unless deadlocked, and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. Destroying a hologram weakens the AI. AIs can require up to a week before being able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
Ordinarily Housing an AI means that the AI invisibly inhabits the Housing entity. A housed AI can only manifest itself weakly, causing an effect that is predictable and repeatable, and depends on the AI and the housing object/entity. Damaging the housing damages the AI, in much the same way disrupting a hologram does. AIs can survive the destruction of their housing, but this is a traumatic event for them.&lt;br /&gt;
&lt;br /&gt;
There exists, apparently, for every AI a black box. AI cannot be permanently destroyed until and unless the black box is destroyed. AIs are not “housed” in this black box, except when housed nowhere else and not appearing as a hologram, but their very existence relies upon it. (It may be possible for an AI to survive indefinitely outside their black box if housed elsewhere, or harming the black box may always kill the AI)&lt;br /&gt;
&lt;br /&gt;
Advanced AIs may house themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the housing, able to appear as a hologram simultaneously. This is a called “partial” housing, and does not seem to harm the housing AI at all, nor require special preparation on the part of the housing piece, even a ka. Some Tribes have a single AI which partially houses in several of their members. The AI may not fully and partially house at the same time.&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing, unless isolated, but this is challenging for them. It often inflicts collateral damage on their housing and on themselves. The Dispatch rite can remove an AI from its housing safely. Consistently working against a housed AI’s wishes, or acting against their roleplaying effects may cause an AI to de-house. If you believe this may, or should, happen to you, see a ref. Unisolated AIs may also deliberately damage their housing without de-housing, this is often a “stick” for their beneficial “carrot”. If you attempt to de-house the AI in your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is “acting against an AI’s wishes”, we will not decide a PC is “acting against their AI’s roleplaying effects” without their explicit invitation. We are not here to judge people’s roleplaying. Unless you want to, don’t feel the need to police your own roleplay either.&lt;br /&gt;
&lt;br /&gt;
AI are varied, but they tend towards several behavioural trends. Many AI like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AI also dislike venturing outside the Outlook.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a Roleplaying effect. These are not supposed to be “high-intensity”, and should be more on the level of “background personality trait”. If an AI’s roleplaying effect will make you feel uncomfortable, please talk to a ref about this, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
===Three Attitudes to AI===&lt;br /&gt;
&lt;br /&gt;
*Some Tribes worship the AI as custodians and guardians of an ancient, better, civilization. They believe that the knowledge and power that come from relationships with the AI are relics of an age of wonder, which came before. They gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of these Tribes to have their first AI housed in their ka upon reaching adolescence, and for that AI to have been their constant companion. Taking care of that AI’s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
*Some Tribes see the AI as useful allies with peculiar habits. As most AI show a limited range of focus, and even Advanced AI have clear goals, they bargain with AIs for information and abilities. In these Tribes, sometimes an AI is housed upon the beginning of a venture. The AI is picked for their relevance to the goal, and the quest is not considered begun until the AI has agreed to be housed. If the AI refuses to be housed, this can be taken as an omen that the venture was always doomed to failure.&lt;br /&gt;
&lt;br /&gt;
*A few Tribes dislike and distrust the AI. &amp;quot;Why&amp;quot;, they mutter, &amp;quot;would they want us for anything except their dirty work?&amp;quot;. They see AI as relics of a civilization that must have destroyed itself somehow, and they reason that it is probably because of the AI that the civilization failed. If they know an AI might help them, they are likely to find an AI&#039;s black box and leverage it to threaten and cajole it into aiding them, accepting the risks that come with housing an AI. These Tribes find that the AI avoid them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
</feed>