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	<updated>2026-06-02T22:35:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=1079</id>
		<title>Basic Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=1079"/>
		<updated>2018-11-18T21:29:05Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mutations denoted with an asterisk (*) do not have phys-rep requirements. If someone searches you please inform them you possess the relevant mutation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna&lt;br /&gt;
|You may call RESIST after being told “would you kindly” once per encounter or every five minutes, taking the call as SINGLE instead.&lt;br /&gt;
|-&lt;br /&gt;
!Scales*&lt;br /&gt;
|You gain two extra hits from natural armour. (This is one net extra hit, since every mutation reduces base body hits by one.)&lt;br /&gt;
|-&lt;br /&gt;
!Antlers&lt;br /&gt;
|You may call “RESIST” to any effect that changes your emotional state, and may choose your own response.&lt;br /&gt;
|-&lt;br /&gt;
!Gills&lt;br /&gt;
|You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Eye&lt;br /&gt;
|You count as an additional participant in any Communion. You require an extra 30s to regain Focus.&lt;br /&gt;
|-&lt;br /&gt;
!Green skin*&lt;br /&gt;
|You may call RESIST to treat CRUSH as TRIPLE REPEL. You must wear STURDY tag.&lt;br /&gt;
|-&lt;br /&gt;
!Horns&lt;br /&gt;
|Once per Encounter, you may call MASS REPEL&lt;br /&gt;
|-&lt;br /&gt;
!Tail&lt;br /&gt;
|You may RESIST a single combat call once per encounter. You must wear the NIMBLE tag.&lt;br /&gt;
|-&lt;br /&gt;
!Fur*&lt;br /&gt;
|The first wound you take (per uptime) has no effect, tell this to whoever gives it to you&lt;br /&gt;
|-&lt;br /&gt;
!Claws&lt;br /&gt;
|You may make two calls of TRIPLE with a strike per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit to make the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phys-rep caveats ===&lt;br /&gt;
&lt;br /&gt;
If your claws are LARP-safe and passed weapons check you may make melee strikes with them - they count as short weapons. You may wield a weapon and use claws on the other hand without the [[Skills#Weapon_Proficiency|Ambidexterity]] skill. You may not parry with claws (it’s unsafe).&lt;br /&gt;
&lt;br /&gt;
You may have the physical look of any of these mutations without the effect or cost.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1077</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1077"/>
		<updated>2018-11-18T20:22:03Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Communion or a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&lt;br /&gt;
=== Communions ===&lt;br /&gt;
&lt;br /&gt;
A Communion is a shared endeavour by multiple people that takes at least a minute of roleplay. Communions must be led by a psion with the relevant knowledge of the communion. Anyone may participate in a communion. The [[Psionic Powers|list of powers and communions]] describes formulaic communions that can be learned by psions by spending XP on relevant skills. &lt;br /&gt;
&lt;br /&gt;
In general it is inadvisable to perform the same communion on the same target more than once per day. It&#039;s extremely inadvisable to do that with the same psion lead.&lt;br /&gt;
&lt;br /&gt;
To perform a communion on a target, all participants must start while in touch range of the target. Once started, the participants may not move from the site of the communion but the target is free to move away. A successfully completed communion will take full effect regardless of how far the target has moved.&lt;br /&gt;
&lt;br /&gt;
==== Communion Potency ====&lt;br /&gt;
The effects of communions are described at their base level. Communions can be empowered in several ways. &lt;br /&gt;
&lt;br /&gt;
Additional contributors provide extra potency to the communions. Some communions that provide benefits to each contributor scale in an obvious way. Other communions might scale in a more unusual way. Contributors who are psions and spend four (eight) focus provide twice (three times) more potency than regular contributors.&lt;br /&gt;
&lt;br /&gt;
The psion leading the communion can sacrifice food, and other organic resources, to  significantly increase the potency of a communion. One example is the [[Psionic Powers#Melding Pathway|Sending]] communion which allows the psion lead to dispatch a whole letter if food is used. The psion lead may alternatively opt to spend some of their life force instead of food - this will inflict a wound on the lead.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_AIs&amp;diff=1056</id>
		<title>Basic AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_AIs&amp;diff=1056"/>
		<updated>2018-11-07T20:33:14Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Stoic Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
Basic AI tend to be fairly literal, and have a narrow range of focus. This section describes the most common AI, and their general traits. There are multiple exceptions, even within a class. As Basic AI, they are quite limited even within their area of expertise, and can often be forced into doing what you want them to... with enough brow-beating.&lt;br /&gt;
&lt;br /&gt;
Basic AIs fall into several stereotyped classes. If you like, your character can have some knowledge of them, although the names can vary tribe to tribe. It is not necessary to know these classes to play the game, and if you want to summon a Basic AI who fulfils a particular function, telling a ref deadlocked AI what you want will get you something that works without many complications.&lt;br /&gt;
&lt;br /&gt;
It is possible to house multiple Basic AIs of the same class, and where applicable their effects stack; the roleplaying effect is enhanced slightly by doing this.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
&lt;br /&gt;
Drones tend to be surly. Unlike Stoics, with whom they share ability at combat, drones are not keen to be involved in a melee. They enjoy the peace, and find those who break it tiresome, but they admire those who keep it. They accept tokens, sometimes they commit startling acts of hypocrisy in return for tokens, and are often willing to be housed in an individual for a short while for relatively little, so long as the person housing them is not causing chaos.&lt;br /&gt;
&lt;br /&gt;
====Drone Effects====&lt;br /&gt;
* Once per encounter you may call TRIPLE STRIKEDOWN at range after a short vocal.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039;- Contempt for those who start fights&lt;br /&gt;
&lt;br /&gt;
===Fetchers===&lt;br /&gt;
&lt;br /&gt;
Fetchers, sometimes known as Traders, are the most mercantile of AI. Although most of their ilk deal in a range of goods and services, Fetchers are simultaneously the most willing to accept any bargain, and the most enamoured with tokens. The benefit to housing them is confusing, and difficult to get the hang of, but it seems that their gift for business acumen is great.&lt;br /&gt;
&lt;br /&gt;
====Fetcher Effects====&lt;br /&gt;
*Facilitate interaction with other AI; especially via tokens- tell the AI you are interacting with that you are housing a Fetcher&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039;- Reverent towards Advanced AI&lt;br /&gt;
&lt;br /&gt;
===Greeters===&lt;br /&gt;
&lt;br /&gt;
Greeters are some of the most varied AI in terms of Outlook. Although they are usually friendly, this often seems tempered with a sort of passive-aggression. They tend to find areas of the world to call their own, or the areas of others, and oversee them. Many of them seem to enjoy bargaining, and they often do work in return for favours.&lt;br /&gt;
&lt;br /&gt;
====Greeter Effects====&lt;br /&gt;
* Once per encounter you may call CURE 5 at touch range after short vocal.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; See flesh as weak(er than metal)&lt;br /&gt;
&lt;br /&gt;
===Lookers===&lt;br /&gt;
&lt;br /&gt;
Lookers, to contrast Printers, live for gossip, and the here and now. To them, information about dusty old relics is useless, and they feel Printers live in the past and future. Gossip is interesting now, and the movements of people and cultures, the immediacy of these actions, is what makes them so fascinating. Lookers like tokens, although they don’t hold onto them for long, and are often willing to come along “just for the ride” when things are interesting.&lt;br /&gt;
&lt;br /&gt;
====Looker Effects====&lt;br /&gt;
*Allow you to read Citadel Script &#039;&#039;Out Loud&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Inability to keep quiet, (especially near words)&lt;br /&gt;
&lt;br /&gt;
===Medics===&lt;br /&gt;
&lt;br /&gt;
Medics, sometimes called Cleaners or Healers, often try to charge for their work. In general, they try as much as possible to only help people for money, but it’s very rare that a Medic outright refuses to save someone from dying. As such, the major threat these holographic healers bring to bear is that they’ll avoid someone in the future if they refuse payment. Medics are one of the few AIs that accept organic resources.&lt;br /&gt;
&lt;br /&gt;
====Medic Effects====&lt;br /&gt;
* When using Medicine, Surgery or Invictus skills, you may treat it as though you have spent a reagent.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Compassionate&lt;br /&gt;
&lt;br /&gt;
===O-matics===&lt;br /&gt;
&lt;br /&gt;
O-matics, as a class, represent very little. In many ways, this is the class of AI which represents “anything else”. Named principally for a stereotypical naming convention amongst a particular group, the generic O-matic would be an extremely cheery, but hard to understand, AI with esoteric aims. Helping them in this aim earns a friend for life, usually yours as theirs is so much longer.&lt;br /&gt;
&lt;br /&gt;
====O-matic Effects====&lt;br /&gt;
* You gain an extra body hit&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Willingness to follow orders, especially of AIs&lt;br /&gt;
&lt;br /&gt;
===Printers===&lt;br /&gt;
&lt;br /&gt;
Printers seem to gather collections around themselves; experimenters with a love for esoterica, sometimes called “Sages” and “Hoarders”, they are a little timid in their dealings with humanity, but they enjoy learning all they can about their history and experiments. Whilst they often accept Tokens and Scrap, they have little love for the everyday, and the fascination and satisfaction at discovering something new, or lost, is more likely to win their allegiance. They see Lookers as dullards, only concerned with the most immediate of concerns.&lt;br /&gt;
&lt;br /&gt;
====Printer Effects====&lt;br /&gt;
* If you have the Reading skill you gain use of the Writing skill. Otherwise you gain the ability to copy citadel script without comprehension.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Preferring calm and quiet OR love of experimentation&lt;br /&gt;
&lt;br /&gt;
===Riggers===&lt;br /&gt;
&lt;br /&gt;
Riggers, (also called Bangers or Junkers) have a tendency towards being explosive, acting like a sea of calm, or alternating between the two.They love Scrap, and often collect it for their own projects. In a few tribes, a hologram is responsible for tasks like upkeep of weapons and armour, getting paid in Scrap for their work.&lt;br /&gt;
&lt;br /&gt;
====Rigger Effects====&lt;br /&gt;
* Three times per encouter you may call CURE 1 on dying characters  after a short vocal.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Tendency to exasperation&lt;br /&gt;
&lt;br /&gt;
===Stoics===&lt;br /&gt;
&lt;br /&gt;
Stoics, also known as Breakers, Smashers, and Killers, are obsessed with testing their limits. Of any AI, these are the most likely to cause trouble for humans without provocation. Likewise, they’re most willing to house themselves in humans with almost no discernible reason. It seems like they live for the thrill of it, and they rarely seem concerned with resources of any kind.&lt;br /&gt;
&lt;br /&gt;
====Stoic Effects====&lt;br /&gt;
* You may ignore the &#039;&#039;lingering&#039;&#039; effects of a single wound card.&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Overconfident&lt;br /&gt;
&lt;br /&gt;
===Testers===&lt;br /&gt;
&lt;br /&gt;
Testers, also known as “The Dead amongst the Dead”, are the most against Gene-Strains of the AI. Some Testers have even been known to look down on the Dead-Strains as “too far from before”. In general, they only consent to be housed in Dead-Strains, and outside of their dealings when summoned little is known about them. They do not get on well with other AIs, due to their inscrutable nature.&lt;br /&gt;
&lt;br /&gt;
====Tester Effects====&lt;br /&gt;
* Once every five minutes you may call DETECT STRAIN after ten seconds of interaction&lt;br /&gt;
*&#039;&#039;&#039;RP Effect&#039;&#039;&#039; Looks down on Gene-Strains&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1054</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1054"/>
		<updated>2018-11-03T14:17:00Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Downtime Mechanics and Limitations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
Your character has an entire week of off-screen life that we do not roleplay. You can inform the refs about some of the things your character doing in this time. This is entirely optional and if you do not submit a downtime for your character, we will assume they scavenged for resources and you will start the next interactive with an extra random basic resource.&lt;br /&gt;
&lt;br /&gt;
==== Submitting Downtime ====&lt;br /&gt;
&lt;br /&gt;
Downtime can be submitted using this [https://docs.google.com/forms/d/e/1FAIpQLSeoL995YkFfMp2V__vq2DwT3xRUXKabFVbmEtzU6s9OpWjkpA/viewform?usp=sf_link form]. The deadline to submit the downtime is usually midnight on Sunday.&lt;br /&gt;
&lt;br /&gt;
==== Downtime Mechanics and Limitations ====&lt;br /&gt;
&lt;br /&gt;
During Downtime the Citadel is closed. It is not possible to interact with the inside of the Citadel during downtime, unless there was an explicit uptime opportunity which the refs made clear. Although player action may force such an opportunity, such will be the exception and not the rule. In the absence of such an opportunity, here is the basic list of Downtime options.&lt;br /&gt;
&lt;br /&gt;
Problems cannot be solved during Downtime. You can only alter the course of a problem, or make certain encounters happen in uptime, so that the problem can be solved in play.&lt;br /&gt;
&lt;br /&gt;
If you do not submit a DT, you may receive an extra pseudorandom Basic resource as if you had scavenged.&lt;br /&gt;
&lt;br /&gt;
==== Basic Agendas ====&lt;br /&gt;
&#039;&#039;Agendas marked with an asterisk (*) mimic corresponding [[Skills#Income and Downtime|skills]], their effect is roughly equivalent to the skill in question&#039;&#039;&lt;br /&gt;
{| &lt;br /&gt;
! Find Rumours* &lt;br /&gt;
| Get a rumour or two.&lt;br /&gt;
|- &lt;br /&gt;
! Investigate&lt;br /&gt;
| Gather information and intelligence. This is very broad in scope and information provided depends on the investigated target.&lt;br /&gt;
|- &lt;br /&gt;
! Scavenge* &lt;br /&gt;
| Gain more basic resources, or gain a specific item&lt;br /&gt;
|- &lt;br /&gt;
! Sabotage&lt;br /&gt;
| Delays a faction from achieving a specific goal. This will not solve a problem, at best it will change a problem into a different problem.&lt;br /&gt;
|- &lt;br /&gt;
! Contact&lt;br /&gt;
| The contacted NPC or Faction representatives will turn up at Citadel in uptime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Advanced Agendas ====&lt;br /&gt;
&lt;br /&gt;
Anything else. Not formalised, might not work in your favour. Having fed followers or connections will help you. Examples include spreading a rumour or raiding a faction.&lt;br /&gt;
&lt;br /&gt;
=== Downtime effects ===&lt;br /&gt;
&lt;br /&gt;
You cannot solve a problem in Downtime, but you can make sure it appears in uptime, or weaken its position prior to uptime.&lt;br /&gt;
&lt;br /&gt;
Finding out about novel things, or crafting new things, is primarily an uptime endeavour. Investigate is not a &#039;&#039;Research&#039;&#039; agenda, it&#039;s a &#039;&#039;Gather Information&#039;&#039; agenda. Downtime may be an appropriate venue to warn refs about upcoming attempts to cool things, however, as prepared refs write better results.&lt;br /&gt;
&lt;br /&gt;
The effects as described involve the basic results one can gain from downtimes. Having the connection skills or fed followers will improve the effects of downtime actions. This means the sabotage is more potent or prevents a faction from achieving goal for long term, contacts come with favourable disposition or even bearing tribute, information gathering may yield other unrelated actionable intelligence etc.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1050</id>
		<title>Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Techgnosis&amp;diff=1050"/>
		<updated>2018-10-28T19:13:25Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Technology}}&lt;br /&gt;
&lt;br /&gt;
All characters who perform techgnosis must have a &#039;&#039;medium&#039;&#039; - a prop that contains the machinery that allows them to perform rituals and interact with AIs. This can be any shape or size - see [[Look_and_Feel#Techgnosticism|here]] for more advice.&lt;br /&gt;
&lt;br /&gt;
Techgnostic abilities come in the form of rituals which require appropriate role-playing.&lt;br /&gt;
&lt;br /&gt;
===Rituals===&lt;br /&gt;
&#039;&#039;The list of available rituals can be found [[Skills#Rituals|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are techgnostic ceremonies that have to be lead by a skilled technopath with the knowledge of the ritual wielding a medium. Otherwise, anyone may contribute to rituals, increasing the favour, naturally with technopath contributors being more effective than others. The favour can be further increased by spending scrap and other inorganic resources. &lt;br /&gt;
&lt;br /&gt;
Rituals last at least a minute, often longer. Usually rituals are limited by use, an AI will likely not respond to repeated performance of a ritual.&lt;br /&gt;
&lt;br /&gt;
==== Shared Ambition ====&lt;br /&gt;
&lt;br /&gt;
The goal of techgnostic rituals is to manipulate and affect AIs. This is much easier when the AI is aligned with the technopath&#039;s goals and when the AI is favourably disposed towards the technopath. It is well known that additional petitioners taking part in the ritual increase the ritual favour, presumably because the AI is pleased by the attention of so many humans. Should &#039;&#039;every single person&#039;&#039; participate in a techgnostic ritual, the ritual favour will increase significantly as the AI sees that all of humanity rests on this request.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Rituals ====&lt;br /&gt;
&lt;br /&gt;
Skilled Technopaths need not be constrained by the travails of those who came before them. New and unique ways of interacting with the AI and the technology might result in prompt eviction of the brain from the cranium, but for those brave souls who master the fundamentals of techgnosis and dare, only sky is the limit.&lt;br /&gt;
&lt;br /&gt;
Any technopath may try and improvise a ritual. The endeavour is very tricky, it is recommended that many contributors are used during the ritual to improve the odds of it working. It is quite common for both the ritual leads and other participants to be wounded in the process. Trying to improvise a ritual that is close to an existing ritual that the ritual lead does not know will likely backfire.&lt;br /&gt;
&lt;br /&gt;
=== AI Roleplaying Effects ===&lt;br /&gt;
&lt;br /&gt;
All [[AI|AIs]] invariably give a role playing effect when bound to a person&#039;s Ka. This is a fundamental part of their nature and cannot be prevented but the effect can be suppressed by other means.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1049</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1049"/>
		<updated>2018-10-28T19:11:45Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something other than surviving with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1048</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1048"/>
		<updated>2018-10-28T19:11:23Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make the Psionic melding more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1047</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1047"/>
		<updated>2018-10-28T19:10:45Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Advanced resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make them more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon. Examples include prime Oddy meat, which appears as a purple-oozying bag, &amp;quot;Drives&amp;quot; which have odd-coloured metal in them, and Golden versions of the Token.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1046</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1046"/>
		<updated>2018-10-28T19:09:03Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Communion Potency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a 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 sacrifice food, and other organic resources, to  significantly increase the potency of a communion. One example is the [[Psionic Powers#Melding Pathway|Sending]] communion which allows the psion lead to dispatch a whole letter if food is used. The psion lead may alternatively opt to spend some of their life force instead of food - this will inflict a wound on the lead.&lt;br /&gt;
&lt;br /&gt;
==== Improvised Communions ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psions may improvise a Communion from any Pathway they walk. Improvised Communions are never as good as formulaic Communions or Expressed Powers, and often have high levels of fallout. &lt;br /&gt;
&lt;br /&gt;
Improvising more than once per day has severely deleterious effects to the health of the psion. Improvising Communions which are close to abilities you already know is more likely to be successful. Improvised Communions with high potency are also much more likely to succeed.&lt;br /&gt;
&lt;br /&gt;
==== United Purpose ====&lt;br /&gt;
&lt;br /&gt;
Communions are primarily guided by intent. All the participants are gathered in an intimate ceremony, their minds made very receptive by the process. But communions do not happen in a vacuum, the surrounding environment, and in particular nearby psions can often have deleterious effects on the concentration of the participants. This is why various tribes that focus on communions often have special isolated rooms and sacred locations where communions are performed.&lt;br /&gt;
&lt;br /&gt;
Accordingly, should a communion include &#039;&#039;every single person&#039;&#039; in the local vicinity, the potency of the communion will increase significantly, beyond what the group might otherwise be capable of.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying a Psion ===&lt;br /&gt;
&lt;br /&gt;
Different psionic characters will find certain “flavours” of interaction “tastier”, e.g. enjoying argumentation or debate, reassurance or friendship. These are not hard-and-fast rules, but guidelines for exploring your roleplay; with the exception of certain wounds/fallout which may change the ability to regain Focus.&lt;br /&gt;
&lt;br /&gt;
Psionic characters might also come from a specific [[Psionic Traditions|tradition]] though this is not required.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1045</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1045"/>
		<updated>2018-10-28T19:07:10Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny, inorganic, approximately-circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens, and because of this they can be sacrificed in Technopathic rituals.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins. Silver 1-4D coins are Basic resources. All other denomination are Advanced.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make them more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1044</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1044"/>
		<updated>2018-10-28T19:06:10Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These Organic Resources are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make them more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1043</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1043"/>
		<updated>2018-10-28T19:05:33Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These are very versatile, useful items that can empower medical procedures and mutations. They can also be sacrificed in communions to make them more powerful.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1042</id>
		<title>Resources and Income</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Resources_and_Income&amp;diff=1042"/>
		<updated>2018-10-28T19:04:53Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
In general, there are four basic types of resource that are somewhat valuable in the Outlook. Tribes will hunt and scavenge for these but there is no real scarcity to speak of.&lt;br /&gt;
&lt;br /&gt;
==== Tokens ====&lt;br /&gt;
Shiny circular tokens can be found in the entire Outlook, but mainly in the vicinity of the Citadel. These come with a variety of pictures. These can be used in a variety of machines around the citadel in exchange for food, weapon, clothes and other finished items. It seems that AIs also like tokens.&lt;br /&gt;
&lt;br /&gt;
Token phys-reps are Ducatto coins.&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
Organic resource. The unit of food is enough to feed a small band of followers for a week so they can focus on doing something else with their time. Food can also be used to empower communions, and to make poisons.&lt;br /&gt;
&lt;br /&gt;
Food phys-reps are plastic foodstuffs.&lt;br /&gt;
&lt;br /&gt;
==== Scrap ====&lt;br /&gt;
Inorganic Resource. Various technological debris that can be used by clever persons to craft AI housings or armour, repair broken machines etc. Scrap can also be used to empower rituals.&lt;br /&gt;
&lt;br /&gt;
Scrap physreps are painted nuts and bolts.&lt;br /&gt;
&lt;br /&gt;
==== Reagents ====&lt;br /&gt;
These are very versatile, useful items that can empower medical procedures and mutations.&lt;br /&gt;
&lt;br /&gt;
Reagent phys-reps are glass beads.&lt;br /&gt;
&lt;br /&gt;
=== Advanced resources ===&lt;br /&gt;
These are unique resources, organic or inorganic that may be used in place of the basic counterparts. They usually have a much bigger effect.&lt;br /&gt;
&lt;br /&gt;
Advanced resources will have unique phys-reps and are likely to have a ribbon.&lt;br /&gt;
&lt;br /&gt;
=== Basic Income ===&lt;br /&gt;
It is assumed all characters and their allies have plenty of time to do things like hunt, gather and eat. By default, each player is assigned one pseudorandom resource at the start of the Interactive&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1006</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1006"/>
		<updated>2018-10-09T20:51:24Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Sensitive topics in Citadel */&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;
Cannibalism will not form any part of this story, and to include eating humans/sentients as a character trait is against the rules of this system. It is not a theme we are looking to explore.&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>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Geography&amp;diff=983</id>
		<title>Outlook Geography</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Geography&amp;diff=983"/>
		<updated>2018-10-04T12:16:50Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The Southern Road */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|World}}&lt;br /&gt;
&lt;br /&gt;
The Outlook is a circular crater-like canyon, surrounded by high cliff faces. It stretches on for around 70 miles and is about half a mile deep. The canyon contains quite a few visible landmarks.&lt;br /&gt;
&lt;br /&gt;
===The Walls===&lt;br /&gt;
&lt;br /&gt;
Surrounding the Outlook, the cliffs rise sharply for some half-mile. There were clearly once efficient ways of climbing the walls of The Outlook, including boxes attached to the sides with snapped wiry ropes, as well as great staircases - but most of these are damaged, impassable, or guarded by very dangerous [[AI]]s.&lt;br /&gt;
&lt;br /&gt;
People still do climb the cliffs, and indeed the [[Tribe/Seil|Seil]] Tribe are known for their travelling rope settlements that crawl around the outsides of The Outlook showcasing human ingenuity.&lt;br /&gt;
&lt;br /&gt;
Various ruins stretch around the upper lip of the cliffs, seemingly looking down into the canyon. Some of these are filled with books in [[Literacy|Citadel script]], others with strange brackish indoor pools, even more with flickering, once fluorescent lights and abandoned beds. &lt;br /&gt;
&lt;br /&gt;
===Cartographer’s Rock===&lt;br /&gt;
&lt;br /&gt;
This is found to the South East, a crop of rocks with a flag erected there, the symbol of the [[Tribe/Cartographer_Tribe|Cartographer]] tribe. It is known as a good place for sketching the entire of the [[Outlook]], as the sun shines well in the afternoon behind it. Benches are carved out of the stones and rocks, some worn down by generations having sat in them. Every few years, the Cartographer Tribe all gather together to elect a new [[Tribe/Cartographer_Tribe#Leadership|Pathfinder]] here. &lt;br /&gt;
&lt;br /&gt;
===The Great Southern Road===&lt;br /&gt;
&lt;br /&gt;
This is a flattened path that leads from the walls of the Canyon, coming from one of the few most well preserved routes down from the top. The road stretches out, bursting out of a hillock near the cliffs, continuing towards the Citadel proper. The road is protected by many Guardian [[AI]], who punish all those who step on the path without what they describe as &#039;&#039;Proper Authorization&#039;&#039;. It is unknown what this is. Some tribes are known for taking the Southern Road as a sort of challenge, their warriors seeing how far down the path they can make it as a sort of test of strength. None have managed to complete the entire road from the edge of the Canyon to the Citadel itself.&lt;br /&gt;
&lt;br /&gt;
===The Twisted Steppe===&lt;br /&gt;
&lt;br /&gt;
The North East, a grassy and more hilly area of the Outlook that lies close to the edge of the Canyon. [[Creatures#Oddys|Oddys]] are fairly common here, but the grass is gnarled and twisted, changed by the step of these beasts making hunting quite dangerous. Odd fruits and [[Materials|ingredients]] grow here, harvested by some tribes for folk remedies.&lt;br /&gt;
&lt;br /&gt;
===The Western Woods===&lt;br /&gt;
&lt;br /&gt;
A well known area with plentiful creatures and beasts. No tribes settle here due to the density of the forest, and so far it has been impossible to clear out the creatures that dwell in there.&lt;br /&gt;
&lt;br /&gt;
===The White Outpost===&lt;br /&gt;
&lt;br /&gt;
To the West, just past the [[#Western Woods|Western Woods]], lies a small outpost. The outpost contains a small mound with a strange white panel stretching into the air. The panel glows similarly to the Citadel, but the light seems sicklier, cascading down the panel. &lt;br /&gt;
&lt;br /&gt;
Whenever the outpost is visited, the area around it appears abandoned. However, there are the scents of recently put out fires, and at night noises and movements can be heard from beneath the mound …&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=914</id>
		<title>The Citadel LRP</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=914"/>
		<updated>2018-09-27T20:39:49Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC_Small|Long ago, The Citadel closed, the Tribes were formed, and the world Stopped. Now, hundreds of years later, The Citadel has opened once more, and the new world is about to change ...}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Welcome ====&lt;br /&gt;
&lt;br /&gt;
The Cambridge LARP Society game for 2018-19 is &#039;&#039;&#039;Citadel&#039;&#039;&#039;, a science fantasy game of exploration in the model of games like &#039;&#039;Breath of the Wild&#039;&#039;, &#039;&#039;Nier:Automata&#039;&#039; and &#039;&#039;Destiny&#039;&#039;, in which members of the tribes discover the secrets of an ancient advanced civilisation, and hope to apply this learning to a new way of life.&lt;br /&gt;
&lt;br /&gt;
You play someone who lives in the [[Outlook]], a temperate area that exists in a world where science, technology, and civilisation have been forgotten, after events that happened long ago. The world before declined into the state it is now - communication almost gone, machines beyond the most basic broken, and ancient cities devolved into ruins.&lt;br /&gt;
&lt;br /&gt;
Humanity has adapted to survive, relying on their inherent [[Mutations|mutations]], and the remaining [[AI|artificial intelligences (AIs)]], to thrive in this new landscape. Divided into [[Tribes]], which are grouped by families and specialities,  they have learnt to fight the mutated [[creatures]] that lurk in the woods and flat lands, as well as live off the land without the comforts of technology.&lt;br /&gt;
&lt;br /&gt;
Outside of the Outlook is the [[Beyond]], of which little is known, beyond the information brought by AIs and stragglers from these places. There is also danger, with raiders who will show little mercy to those who have found ways to thrive in the world after civilisation.&lt;br /&gt;
&lt;br /&gt;
The Outlook surrounds the [[Citadel]], a towering remnant of and testament to the old world. Long ago, the doors were closed, for reasons unknown, around the time of the [[World History|Decline]] of society. As of the beginning of the game, the sealed gates opened yesterday. You are among the first who have been able to visit this strange place, and unlock its secrets - good or bad.&lt;br /&gt;
&lt;br /&gt;
==== Events ====&lt;br /&gt;
For details on Citadel events, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society#Announcements main society website]. Alternatively, email larp-exec@srcf.net to sign up to our mailing list.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{IC|I stand and stare up at it. I mean, it seems simple to say that. But it doesn’t quite capture how it works. Might as well say I am staring at the air in front of my face, or the ground beneath my feet. The Citadel is a constant, unchanging - you don’t stare at it. It is just there. Sometimes I even dream of the Citadel, the spinning lights and pieces of the World Before dancing endlessly across my eyelids. But always, first and foremost, I dream of those doors sealed shut, a bar for a wretched Gene Strain like me.&lt;br /&gt;
&lt;br /&gt;
But now, they stand open. It seems impossible to process. It’s… open. There are even AI that have walked out from the newly revealed opening, beckoning me inside. ‘You are welcome’ They say, in a plain and clear voice, but one I never thought I would hear. That I would ever hear anything of The Citadel, besides the hum when you draw close, trying to will yourself inside.&lt;br /&gt;
&lt;br /&gt;
I can tell I’m not the only one that has been drawn here, stunned by this change. Some are hiding in the bushes, arrows primed in case one of the legendary beasts of the Citadel springs out at them. Others are open mouthed, unable to process what is going on - I think one girl’s scales are practically standing on end. There are a few like me, also looking at those around them, listening to the voice in their Ka and the advice it is providing. I think I even see an AI, whose blank face is unreadable, staring into the softly glowing tunnel - maybe searching for something that we humans can’t understand.&lt;br /&gt;
&lt;br /&gt;
And so, I stand and stare. I can feel it drawing me, the lights illuminating the deeper darkness. Secrets from the World before that we thought were gone forever. New wonders, or new horrors - they are open for us now. It feels silly to think it, but a part of me knows… this is the end of my old life. The time of the wilderness is ended. This is the age of The Citadel.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Acknowledgements ====&lt;br /&gt;
&lt;br /&gt;
Citadel&#039;s game and setting are licensed under a [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike] license. This license lets you remix, tweak, and build upon this work even for commercial reasons, as long as you credit and license all new creations under identical terms.&lt;br /&gt;
&lt;br /&gt;
This game took a large proportion of the rules of Breaking Worlds, the previous CLS system, and the mechanics owe a lot to it.&lt;br /&gt;
&lt;br /&gt;
This system took &amp;quot;Would You Kindly&amp;quot; from DuD, and took the Dodge mechanics from WN. &lt;br /&gt;
&lt;br /&gt;
No Flag, No Country rules include some definitions adapted from Profound Decisions&#039; LRP system, [http://www.profounddecisions.co.uk/empire-wiki/Main_Page Empire]. &lt;br /&gt;
&lt;br /&gt;
Various rules explanations have been carried over from the former Cambridge Treasure Trap system.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=913</id>
		<title>The Citadel LRP</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=913"/>
		<updated>2018-09-27T20:36:20Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC_Small|Long ago, The Citadel closed, the Tribes were formed, and the world Stopped. Now, hundreds of years later, The Citadel has opened once more, and the new world is about to change ...}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Welcome ====&lt;br /&gt;
&lt;br /&gt;
The Cambridge LARP Society game for 2018-19 is &#039;&#039;&#039;Citadel&#039;&#039;&#039;, a science fantasy game of exploration in the model of games like &#039;&#039;Breath of the Wild&#039;&#039;, &#039;&#039;Nier:Automata&#039;&#039; and &#039;&#039;Destiny&#039;&#039;, in which members of the tribes discover the secrets of an ancient advanced civilisation, and hope to apply this learning to a new way of life.&lt;br /&gt;
&lt;br /&gt;
You play someone who lives in the [[Outlook]], a temperate area that exists in a world where science, technology, and civilisation have been forgotten, after events that happened long ago. The world before declined into the state it is now - communication almost gone, machines beyond the most basic broken, and ancient cities devolved into ruins.&lt;br /&gt;
&lt;br /&gt;
Humanity has adapted to survive, relying on their inherent [[Mutations|mutations]], and the remaining [[AI|artificial intelligences (AIs)]], to thrive in this new landscape. Divided into [[Tribes]], which are grouped by families and specialities,  they have learnt to fight the mutated [[creatures]] that lurk in the woods and flat lands, as well as live off the land without the comforts of technology.&lt;br /&gt;
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Outside of the Outlook is the [[Beyond]], of which little is known, beyond the information brought by AIs and stragglers from these places. There is also danger, with raiders who will show little mercy to those who have found ways to thrive in the world after civilisation.&lt;br /&gt;
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The Outlook surrounds the [[Citadel]], a towering remnant of and testament to the old world. Long ago, the doors were closed, for reasons unknown, around the time of the [[World History|Decline]] of society. As of the beginning of the game, the sealed gates opened yesterday. You are among the first who have been able to visit this strange place, and unlock its secrets - good or bad.&lt;br /&gt;
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==== Events ====&lt;br /&gt;
For details on Citadel events, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society#Announcements main society website]. Alternatively, email larp-exec@srcf.net to sign up to our mailing list.&lt;br /&gt;
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{{IC|I stand and stare up at it. I mean, it seems simple to say that. But it doesn’t quite capture how it works. Might as well say I am staring at the air in front of my face, or the ground beneath my feet. The Citadel is a constant, unchanging - you don’t stare at it. It is just there. Sometimes I even dream of the Citadel, the spinning lights and pieces of the World Before dancing endlessly across my eyelids. But always, first and foremost, I dream of those doors sealed shut, a bar for a wretched Gene Strain like me.&lt;br /&gt;
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But now, they stand open. It seems impossible to process. It’s… open. There are even AI that have walked out from the newly revealed opening, beckoning me inside. ‘You are welcome’ They say, in a plain and clear voice, but one I never thought I would hear. That I would ever hear anything of The Citadel, besides the hum when you draw close, trying to will yourself inside.&lt;br /&gt;
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I can tell I’m not the only one that has been drawn here, stunned by this change. Some are hiding in the bushes, arrows primed in case one of the legendary beasts of the Citadel springs out at them. Others are open mouthed, unable to process what is going on - I think one girl’s scales are practically standing on end. There are a few like me, also looking at those around them, listening to the voice in their Ka and the advice it is providing. I think I even see an AI, whose blank face is unreadable, staring into the softly glowing tunnel - maybe searching for something that we humans can’t understand.&lt;br /&gt;
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And so, I stand and stare. I can feel it drawing me, the lights illuminating the deeper darkness. Secrets from the World before that we thought were gone forever. New wonders, or new horrors - they are open for us now. It feels silly to think it, but a part of me knows… this is the end of my old life. The time of the wilderness is ended. This is the age of The Citadel.}}&lt;br /&gt;
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==== Acknowledgements ====&lt;br /&gt;
Breaking Worlds, the previous CLS system. This game took a large proportion of the rules of Breaking Worlds, and the mechanics owe a lot to it.&lt;br /&gt;
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Death unto Darkness and Waking Nightmare. This system took &amp;quot;Would You Kindly&amp;quot; from DuD, and took the Dodge mechanics from WN. &lt;br /&gt;
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==== Licence ====&lt;br /&gt;
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This&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=912</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=912"/>
		<updated>2018-09-27T20:26:49Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Buffered Contact */&lt;/p&gt;
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&lt;div&gt;{{Categories|System}}&lt;br /&gt;
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* 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;
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If you want to contact the Ref Team, use [mailto:larp-refs@srcf.net larp-refs@srcf.net]&lt;br /&gt;
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==== Buffered Contact ====&lt;br /&gt;
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If you have an issue that you want to raise, but want to have it filtered and buffered by a third person before reaching the ref team as a whole, for anonymity or other reasons, use [mailto:citadellarp@gmail.com citadellarp@gmail.com]; emails sent here will only be directly read by Ivan, and he will pass on anything you want passed on, filtered as requested by the sender.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
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