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		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1041</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1041"/>
		<updated>2018-10-18T19:33:46Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* That Which is Freely Given */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a blue cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear&#039;s Listeners|Teddybear&#039;s Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you be able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadel although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1031</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1031"/>
		<updated>2018-10-12T17:32:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* The Wanderer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a purple cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear Listeners|Teddybear Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
{{IC|Would you able to offer a little space to an old, weary traveller}}&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadels although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1030</id>
		<title>Sample Advanced AIs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=1030"/>
		<updated>2018-10-12T17:31:39Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology}}&lt;br /&gt;
&lt;br /&gt;
===Character creation and Advanced AIs===&lt;br /&gt;
If you define an Advanced AI, with ref approval, you may describe if it is currently partially housed in any subject’s ka. Advanced AI always have the same class of effect when housed. If you wish to fully house house an Advanced AI, then this is something to mention when creating your character, and should form part of their arc.&lt;br /&gt;
&lt;br /&gt;
===Known AIs===&lt;br /&gt;
&lt;br /&gt;
====The Diamond====&lt;br /&gt;
{{IC|I wish no more to be troubled by the petty complaints of you who were born from dust and shall return to it. We walk in the tombs of giants, and you would tear each other apart over the dust from their burial shroud. You will obey or be cast out- there are no other options.}}&lt;br /&gt;
&lt;br /&gt;
The Diamond is an AI that resides in quite a battered, handmade looking housing - though few other than its closest confidants have ever seen it this close. It detests being handled, and prefers to be hidden under layers of other machinery. It often appears dressed in smart clothes that hide its figure.&lt;br /&gt;
&lt;br /&gt;
It is the de facto leader of the Diamond Tribe, as they defer to it in all things. However, in recent years it has been becoming more despondent, slower to come to decisions, and more prone to melancholy. This has changed with the opening of the Citadel, however. It has become more active and demanding- especially in sending out people to investigate. Woe betide those who refuse a command, when it is in this state.&lt;br /&gt;
&lt;br /&gt;
Costs- The Diamond is focused on things that will benefit The Diamond Tribe- that being resources, mostly in the form of food. It is one of the few AIs with little time for tokens, other than to use for other AI. It prefers a regular tribute of food, for example for housing an element of itself in your Ka paying a ration of food a week.&lt;br /&gt;
&lt;br /&gt;
====That Which is Freely Given====&lt;br /&gt;
&lt;br /&gt;
{{IC|What a fascinating specimen! While I have 273 in my memory banks with a similar form and shape, the colouring in that one is unique, with only 3 shared types I can record. Yes, I can indeed give you what you want for that, even with your filthy mutation. Money knows no discrimination, after all.}}&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given is an advanced AI that is focused on bartering. It travels between Tribes, its black box carried around by a robotic servant on a purple cushion. Some have attempted to capture the box… and discovered that its robotic counterpart is not just there for show. It is affable and chatty, whilst at the same time saying horrifically unpleasant things in a smiley and even tone. Whether this is a trait it always possessed, or one it developed, is unknown.&lt;br /&gt;
&lt;br /&gt;
That Which is Freely Given appears as an androgynous figure, visually unblemished and with a sort of old world glamour around it. It wears a lot of hologram jewellery, and people have sworn they can smell beautiful flowers when it walks by.&lt;br /&gt;
&lt;br /&gt;
It is a bargainer by nature- trading mostly in physical items such as animals. It detests rumours, and says so vehemently- the only information it barters in is cold, hard data.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve a rare animal corpse, or an old AI casing. It favours the most exotic, and isn’t afraid to say if something has disappointed it. It gives away the ability to analyse things, as well as help with EXACT information- the number of troops in a raiding force, the fauna of a particular environment, the properties of an elixir. Items given are taken by the servitor- it has been known to drag huge corpses over miles, presumably to the location the AI calls home.&lt;br /&gt;
&lt;br /&gt;
====Melody====&lt;br /&gt;
&lt;br /&gt;
{{IC|Yes, yes I do recall those days. I loved when you were happy and free across the whole world. To see you like this is almost too much to bear, a burden I find so difficult to face. Perhaps that is the fate of this world to fall slowly… But you are right, I have left you like this for far too long. Let me ease your suffering, if you would let me.}}&lt;br /&gt;
&lt;br /&gt;
Melody is what happens when an AI with a limited function is kept far longer than its original programming dictates, and melds with other AIs in order to maintain its current status. It has been known to be revered as a Deity of Healing by some Tribes, its skills in medicines without peer. At the same time, it is clearly slightly malfunctioning; it often talks far more than it should, about long stories of days gone by that make little sense, as well as having to be repeatedly returned to the subject at hand. Often that subject is someone bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Melody often appears in the form of a person of unthreatening size and stature, with a gentle voice. However, due to the number of programmes that make up its core nature, this can vary dramatically. The only constant is the gentle tone of voice. Its black box is a frankenstein’s mess of various boxes, which it has been known to move and carry around when it needs to go somewhere; something it often does, wandering off in response to a decade old command that has suddenly returned to the top of its consciousness.&lt;br /&gt;
&lt;br /&gt;
A sample deal will usually involve tokens - Melody provides healing on the cheap. It often deals via sub-programmes, generally Cleaners; people have had some very weird programmes in their Ka after dealing Melody. Those who mistrust AI are often especially wary of it.&lt;br /&gt;
&lt;br /&gt;
==== Teddybear ====&lt;br /&gt;
{{IC|Come children, gather around and let me tell you a story ...}}&lt;br /&gt;
&lt;br /&gt;
Teddybear is a spiritual leader of the [[Tribe/Teddybear Listeners|Teddybear Listeners]] tribe. They take their name from when they used to read fairy tales to children, in a library before the Decline (although the Listeners themselves are likely not familiar with the concept of a teddy bear), and prefer to manifest as a life size teddy bear. Their black box is said to be hidden inside a fake book in the archives of the tribe. Teddybear values stories most of all, whether that be telling stories, listening to and finding out the stories of others, creating stories or having adventures about which stories may be told. They also encourage the keeping of meticulous records, and love archives and objects with history.&lt;br /&gt;
&lt;br /&gt;
Over time, their grasp of the boundary between fiction and reality has been slipping somewhat. More recently, they have been regarding some tales as prophecies, and demanding that the prophecies be fulfilled. Some have heard murmurs of a &#039;&#039;great prophecy&#039;&#039;, which Teddybear believes the Citadel is key to, but they remain uncharacteristically secretive about this. This, along with the history surely contained within, has compelled the Listeners to explore the Citadel.&lt;br /&gt;
&lt;br /&gt;
Teddybear does not like to be bothered with mundane matters regarding the governance of the tribe. However they do preside over the Storytime - an important weekly event that all members of the tribe, barring important duties elsewhere, are expected to attend - and to tell Teddybear their best stories and seek spiritual guidance.&lt;br /&gt;
&lt;br /&gt;
==== The Wanderer ====&lt;br /&gt;
&lt;br /&gt;
“Would you able to offer a little space to an old, weary traveller?”&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure where the Wanderer is originally housed, although it propagates itself a lot and fragments of it can be found uploaded to all sorts of places. It approaches people seemingly at random (dead strain, obviously), sometimes through automata, sometimes through people who already have a fragment of it somewhere on their Ka, sometimes through other more mysterious means, and it asks them the following question: “Would you be able to offer a little space to an old, weary traveller?”. The phrasing is always very similar, and if the offer is accepted The Wanderer uploads a little of itself into that person’s Ka too. &lt;br /&gt;
&lt;br /&gt;
Outwardly, the Wanderer appears to do almost nothing, there have been no recorded (well, no verified recorded) incidents of anything bad ever happening to anyone housing a fragment of The Wanderer, and in fact some people consider it good luck to do so, and it appears at least to be harmless.&lt;br /&gt;
&lt;br /&gt;
The Wanderer itself has somewhat lost its purpose. It originally was tasked simply with gathering information via any means possible, and then communicating it back along with a series of judgements and comments to some now forgotten master. But the Wanderer is old. Very old. It may even predate the Citadels although it does not accurately track time so even it doesn’t know for sure. Whatever it used to report to, it doesn’t or can’t any more. Instead it has spent the intervening however many hundred years simply asking people for a little space and then observing, waiting patiently, trying to find an agenda for itself. With the Citadel opening the Wanderer has started to become a little more active now, more people than ever are getting asked the Wanderer’s question, anyway.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1025</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionics&amp;diff=1025"/>
		<updated>2018-10-11T14:41:48Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Improvised Communions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules|Psionics}}&lt;br /&gt;
Psionics is a talent available only to gene-strains. It involves enacting changes on the world by focusing the mind. It is not fully understood why psionics can affect inorganic things, but it can. The act of psionics is an expression of changes in the heredity, which is why dead-strains may not express psionics. They can, for some reason, participate in Communions.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
* &#039;&#039;&#039;Starting pool of two focus points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Focus is spent on Communions and Powers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regenerates after 30s roleplay with other sentients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting psions acquire a focus pool of two points. Focus can be used to discharge Powers and participate in Communions. The focus pool can be enlarged by learning appropriate skills. It regenerates by spending 30 seconds interacting with sentient individuals while out of combat. Spending Focus, making any calls, participating in a Ritual, or receiving any damage will prevent regaining of focus.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;For a list of Psionic powers see [[Psionic_Powers|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Powers require spending focus and short roleplay&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psionic powers have 5s global cooldown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Expressed Powers are abilities that usually allow the player to make system calls, either by a strike of a weapon or at range. Manifesting a power requires the player to use a short phrase and then apply the effect (&amp;quot;Shaper hold you! *weapon hit* ENTANGLE&amp;quot; or &amp;quot;You will not run away! *point finger* Robb: STRIKEDOWN&amp;quot;). It should be obvious to those around you that you are using a psionic ability and it is encouraged that you chew some scenery while casting.&lt;br /&gt;
&lt;br /&gt;
Psionic powers will almost always require the character to spend some focus. Following a successful cast of a psionic power, you are unable to use psionics for 5 seconds. This is a global cooldown on all expressed powers.&lt;br /&gt;
&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 reagents - 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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1024</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=1024"/>
		<updated>2018-10-11T14:41:24Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Advanced Mutations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also the [[Basic_Mutations|list of Basic Mutations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to possess the same mutation more than once.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dead-strains may not mutate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players may choose to replace a mutation rather than gain a new one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Active Mutations are caused by the MUTATE call. This call may be issued as fallout, or caused by communions and monsters. Mutations inflicted by monsters may be predetermined or random. Mutations caused by communions will likely be more controllable. &lt;br /&gt;
&lt;br /&gt;
==== Downsides ====&lt;br /&gt;
* &#039;&#039;&#039;Each mutation reduces body hits by 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters have a base limit of two mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toughness skills that increase base hits also increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armour, Potions, Items, AI, Mutations and other means of acquiring more body hits do NOT increase the limit of mutations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your character exceeds the limit of the number of mutations they can sustain, they devolve. This makes the character unplayable. Please see a ref if you choose for this to happen to you.&lt;br /&gt;
&lt;br /&gt;
==== Phys-rep ====&lt;br /&gt;
&lt;br /&gt;
[[Basic_Mutations|Basic mutations]] will often require a sort of physrep. As the physrep is a structure that follows on from a function, mutants may keep their old physreps even after gaining new mutations, and if it is temporarily impossible to physrep a mutation, the gene-strain can still benefit from it (e.g. growing horns mid-linear). Mutation physreps may be hidden.&lt;br /&gt;
&lt;br /&gt;
If you gain a new mutation, you do not need to physrep it until the next week, as it is just appearing. If, for whatever reason, you do not want the mutation, or the physrep, you are always able to have the mutation removed during your Downtime, please inform the refs of this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&lt;br /&gt;
==== Advanced Mutations ==== &lt;br /&gt;
* &#039;&#039;&#039;Require a unique impressive phys-rep&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Must in some way define your character and not be &#039;&#039;incidental&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The World and Plot will notice your advanced mutation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Individual mutations may progress or change during the campaign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced mutations happen rarely and have potent effects. They are almost always unique. Having advanced mutations will result in the world taking more notice in you, you are by definition no common hero. Advanced mutations will always require a phys-rep, it should look much more impressive than Basic Mutations and hopefully be unique in some way. Challenge yourself.&lt;br /&gt;
&lt;br /&gt;
Appropriately, there is no list of advanced mutations, by design they are open ended. Please consult with the refs in advance. Mechanically, advanced mutations are more than twice as powerful as Basic Mutations and are capable of breaking rules that Basic Mutations obey. They also may require upkeep, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
Here are some sample ideas of possible things:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
|Phys-rep inspiration&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna Crown&lt;br /&gt;
|A crown made of polyp like antennae&lt;br /&gt;
|Immune to WOULD YOU KINDLY and may RESIST a single BASIC EFFECT per day&lt;br /&gt;
|-&lt;br /&gt;
!Shimmering Scales&lt;br /&gt;
|A skin of rainbow reflective scales on  neck and arms&lt;br /&gt;
|Gain four body hits&lt;br /&gt;
|-&lt;br /&gt;
!Unicorn Horn&lt;br /&gt;
|Long shimmering forehead horn&lt;br /&gt;
|May call WIDE REPEL once per encounterand may charge to call CRUSH with a melee strike once per encounter&lt;br /&gt;
|-&lt;br /&gt;
!Triple Tail&lt;br /&gt;
|A tail that splits into three tails, with wire core&lt;br /&gt;
|Gain the benefits of Dodge skill twice per encounter&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=1023</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=1023"/>
		<updated>2018-10-11T14:41:00Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Advanced AIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|World|People}}&lt;br /&gt;
AIs come in at least two accessible 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 used to be able to house themselves in &#039;&#039;bodies&#039;&#039; in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
==== [[Basic AIs]] ====&lt;br /&gt;
&lt;br /&gt;
Basic AIs are simplistic and often have a singular focus, belonging to certain classes and finding novelty difficult. &lt;br /&gt;
&lt;br /&gt;
When manifested as a hologram, basic AIs are typically very constrained and less physically capable than humans, outside of a narrow frame of expertise and generally do not understand deception. &lt;br /&gt;
&lt;br /&gt;
Housing a basic AI is straightforward and usually without incident save minor discomfort. It is possible to &#039;&#039;Request&#039;&#039; a generic class of Basic AI, or perhaps a specific Basic AI. &lt;br /&gt;
&lt;br /&gt;
==== [[Sample_Advanced_AIs|Advanced AIs]] ====&lt;br /&gt;
* &#039;&#039;&#039;Interaction with this part of the game requires a power source more than a single PC on their own- be that more people, resources, or both. It also has more danger of going wrong.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Advanced 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. &lt;br /&gt;
&lt;br /&gt;
Housing an Advanced AI without the right skill is extremely dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Super AIs ====&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual. Of course, there is no living memory of any Super AIs ...&lt;br /&gt;
&lt;br /&gt;
=== Functions and Behaviour ===&lt;br /&gt;
&lt;br /&gt;
==== Holograms ====&lt;br /&gt;
&lt;br /&gt;
The most common way to encounter AIs is in holographic form. They are physically real, and touchable, unless [[Citadel#Deadlocked_AIs|deadlocked]], and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. &lt;br /&gt;
&lt;br /&gt;
Destroying a hologram is known to weaken an AI and it can require up to a week before they are able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
==== Housing ====&lt;br /&gt;
&lt;br /&gt;
Ordinarily &#039;&#039;housing&#039;&#039; an AI means that the AI invisibly inhabits the housing object or person&#039;s ka. A housed AI can only manifest itself weakly, causing an effect that is predictable and repeatable, and depends on the AI and the housing. 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;
Advanced AIs may house parts of themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the partial housing, able to appear as a hologram simultaneously. This is a called &#039;&#039;partial&#039;&#039; housing, and does not appear to harm the housing AI, nor does it require special preparation of the part of the housing piece or ka. Some Tribes have a single AI which partially houses in several of their members. Full housing precludes having any partial housings.&lt;br /&gt;
&lt;br /&gt;
==== Dispatch and Expunge ====&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing by their own effort but this is challenging for them. It often inflicts collateral damage on their housing and on themselves. The Dispatch Ritual 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 decide to dehouse. If you believe this may, or should, happen to you, see a ref. AIs may also deliberately damage their housing without actually dehousing themselves, this is often a way to coerce the bearer of their housing. If you attempt to dehouse an AI from your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is &#039;&#039;acting against an AI’s wishes&#039;&#039;, we will not decide a PC is &#039;&#039;acting against their AI’s roleplaying effects&#039;&#039; without their explicit invitation from the player.&lt;br /&gt;
&lt;br /&gt;
==== Isolated AIs ====&lt;br /&gt;
&lt;br /&gt;
AIs which have been housed and isolated cannot interact with their housing in any way. This prevents them from damaging the housing or from voluntarily dehousing themselves.&lt;br /&gt;
&lt;br /&gt;
==== AI behaviours and RP effects ====&lt;br /&gt;
&lt;br /&gt;
AIs are varied, but they tend towards several behavioural trends. Many AIs like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AIs also dislike venturing outside the Outlook if they originated from within it.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a role playing effect. These RP effects are intended to on the level of &#039;&#039;background personality trait&#039;&#039; rather than intense short-term effects. If an AI role playing effect would make you feel uncomfortable, please talk to a ref, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
==== Black Box ====&lt;br /&gt;
&lt;br /&gt;
Every AI seems to possess a permanent backup housing. No AI can be permanently destroyed unless the black box is destroyed. The black box appearance varies wildly, it could be jury rigged and cobbled together from other components, it could also be a sleek piece of Citadel tech. &lt;br /&gt;
&lt;br /&gt;
The actual function also varies to a certain degree with each black box. Some black boxes act as regular housings that allow the AI to manifest, while others are hidden and dead-switched to restore an AI to a new housing if the AI is disrupted.&lt;br /&gt;
&lt;br /&gt;
===Common Attitudes towards AI===&lt;br /&gt;
&lt;br /&gt;
{{IC|Locked-Up, the AI who called herself the youngest of her sisters, led me to the meeting place.&lt;br /&gt;
&lt;br /&gt;
As I stepped into the clearing, a few steps behind my beloved protector, I saw her sisters for the first time. They were almost identical, for being so different. Written-Right, stern and commanding, bore the same grave countenance as Locked-up, an unmistakable resemblance. Their eldest sister, Paid4, had it too.&lt;br /&gt;
&lt;br /&gt;
Each sister trailed behind them an acolyte, each of us here to learn as much as we could about the Time Before.}}&lt;br /&gt;
==== Custodians and Guardians ====&lt;br /&gt;
Some Tribes worship the AIs as custodians and guardians of an ancient, better, civilization. They believe that the knowledge and power that come from relationships with the AIs are relics of an age of wonder, which came before. These people will gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of such Tribes to have their first AI housed in their ka upon reaching adolescence, and for those AI to have been their constant companion. Taking care of that AI&#039;s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
==== Strange Allies ====&lt;br /&gt;
Some Tribes see the AIs as useful allies with peculiar habits. As most AIs show a limited range of focus, and even Advanced AIs have clear goals, they will seek bargains 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;
==== Dangerous Tools ====&lt;br /&gt;
A few Tribes dislike and distrust the AIs. &#039;&#039;Why, would they want us for anything except their dirty work?&#039;&#039; they mutter. They see AIs as relics of a civilisation that destroyed itself and the environment, and they reason that AIs must have led humans to their doom. If these people know an AI might be useful to them, they are likely to try to find an AI&#039;s black box and use it as leverage to get the AI&#039;s assistance, accepting the risks that come with housing an AI. These Tribes usually find that the AIs avoid them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=1009</id>
		<title>Outlook</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=1009"/>
		<updated>2018-10-10T17:36:31Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Outlook]]&lt;br /&gt;
{{IC|‘Well… I don’t think THAT was here before?’ Keyren scratched his head, as he looked at the picture he had sketched the day before, then looked up at the view from the plateau in the cliff that he had managed to lever himself up to. Sure enough, one of the small ruins he had drawn yesterday, stocked with vending machines, had been pushed along a good distance down the old track it generally rested on. Under his breath, he cursed the ancient AI that likely had a sudden memory that it belonged elsewhere - then quickly countered that with a prayer of apology for his doubt to the Voice of Writing in his Ka and the greater AI that stood behind it, making a circular motion with his hands. Best not to annoy his personal divinity whilst he was up so high, lest it encourage bad will against him. But that did leave him with an incorrect map... With a moment’s thought, he got out his knife, and slowly excised the shape of the ruin from the map, cutting it out like a puzzle piece. Then, with a dramatic flourish and a smirk, he pinned it into another place in the map with a flourish. ‘Theeeere you go!’ He said, feeling proud with himself… before realising the hole he made in the map. ‘Hmmmm… That’s not ideal... Well the clear stuff acts as glue, right?’&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|World}}&lt;br /&gt;
&lt;br /&gt;
===Nature of The Outlook===&lt;br /&gt;
&lt;br /&gt;
The Outlook is a [[Outlook_Geography|crater-like canyon]], surrounded by high cliff faces. &lt;br /&gt;
&lt;br /&gt;
To the east of the Outlook one can see an expanse called the Flats. Here, nature seems to have broken through a construct of the [[World_History|World Before]], spires that seem like miniature Citadels, and large metal tubes with sails on the side. If people visit, it is to marvel at what once was, rather than to learn or discover new things; though it would be wrong to say there aren’t still undiscovered treasures in the off-white towers.&lt;br /&gt;
&lt;br /&gt;
===The Citadel===&lt;br /&gt;
&lt;br /&gt;
One of the things that you will always see in the Outlook is the Citadel. Some people have numerous open walls in their huts, so they can always see the comforting glow of the Citadel, even at night. It is a large and wide spire, sleek in design, with various rings and levels that seem to shift from time to time with languorous slowness, like a puzzle that stretches itself into the skies. If one was to estimate, it is likely around the size of a large forest in terms of diameter, and it stretches to just above the head of the canyon, meaning the top is very difficult to see. Going close, the white material gently hums, seemingly what has repelled the years of dust, storm and dirt that felled the lesser ruins. At the base, there is a circular wall that seems to stretch back into the building - to the South is a gate, which is usually guarded by AI constructs. The wall is almost seamless, and its sheer surface makes it impossible to climb.&lt;br /&gt;
&lt;br /&gt;
The Citadel is the centre of all mappings, and all Cardinal directions are based on the four prongs that ring the apex of the Citadel. The area directly under the Citadel is not very populated, due to the fact it is a more sterile landscape. It has a number of vending machines and other such dispensing units that are fed with Citadel Tokens. These have been primitively connected into districts: clothing, accessories, technology and food. However, the technology is mainly broken and faulty - best for creating personal mediums - and the food is either canned or massively spoiled. If someone were to discover a way to purify decayed delicacies, or repair broken technology, they would be seen as a saviour.&lt;br /&gt;
&lt;br /&gt;
===Habitation in the Outlook===&lt;br /&gt;
&lt;br /&gt;
Most habitation is in the fertile ring around the Citadel, broken up by the [[Outlook_Geography#The Southern Road|Southern Road]]. Here, there is enough plant growth for harvesting food, but also flat lands for building temporary settlements, before moving on. The Western and Southern areas are the most dangerous, for different reasons - to the West for creatures, and to the South for the possibility of malfunctioning AI from the road. Heavily Dead Strain tribes often locate themselves closer to the Inner ring, so that they are nearer to the Citadel and the AI that can often be seen drifting around it on the flat lands.&lt;br /&gt;
&lt;br /&gt;
Most settlements are temporary and movable - there is no need for permanent settlement, when resources are so abundant wherever you move. For example, the [[Tribe/Quilt|Quilt]] are a travelling tribe of storytellers, who weave their sleeping arrangements into the trees through hammocks and other cloth hangings, and move on when they need to by pulling these down and searching for a new place to put up camp. Things are, in theory, carved out into vague ‘areas’, but realistically as long as two tribes do not live on top of one another without mutual consent, boundaries are more or less accepted. Some tribes highly connected to their past and their dead, such as the [[Tribe/Diamond_Tribe|Diamond Tribe]], have a general connection to an area which they claim as their ancestral ground . Indeed, their [[Tombs of the Servers]] are a well known permanent area, a cave complex to the South West where the black boxes of generations past are enshrined in honour.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=1008</id>
		<title>Outlook</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=1008"/>
		<updated>2018-10-10T16:37:58Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Outlook]]&lt;br /&gt;
{{IC|‘Well… I don’t think THAT was here before?’ Keyren scratched his head, as he looked at the picture he had sketched the day before, then looked up at the view from the plateau in the cliff that he had managed to lever himself up to. Sure enough, one of the small ruins he had drawn yesterday, stocked with vending machines, had been pushed along a good distance down the old track it generally rested on. Under his breath, he cursed the ancient AI that likely had a sudden memory that it belonged elsewhere - then quickly countered that with a prayer of apology for his doubt to the Voice of Writing in his Ka and the greater AI that stood behind it, making a circular motion with his hands. Best not to annoy his personal divinity whilst he was up so high, lest it encourage bad will against him. But that did leave him with an incorrect map... With a moment’s thought, he got out his knife, and slowly excised the shape of the ruin from the map, cutting it out like a puzzle piece. Then, with a dramatic flourish and a smirk, he pinned it into another place in the map with a flourish. ‘Theeeere you go!’ He said, feeling proud with himself… before realising the hole he made in the map. ‘Hmmmm… That’s not ideal... Well the clear stuff acts as glue, right?’&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|World}}&lt;br /&gt;
&lt;br /&gt;
[[File:Citadel_Map.png|An example map of the Outlook|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Nature of The Outlook===&lt;br /&gt;
&lt;br /&gt;
The Outlook is a [[Outlook_Geography|crater-like canyon]], surrounded by high cliff faces. &lt;br /&gt;
&lt;br /&gt;
To the east of the Outlook one can see an expanse called the Flats. Here, nature seems to have broken through a construct of the [[World_History|World Before]], spires that seem like miniature Citadels, and large metal tubes with sails on the side. If people visit, it is to marvel at what once was, rather than to learn or discover new things; though it would be wrong to say there aren’t still undiscovered treasures in the off-white towers.&lt;br /&gt;
&lt;br /&gt;
===The Citadel===&lt;br /&gt;
&lt;br /&gt;
One of the things that you will always see in the Outlook is the Citadel. Some people have numerous open walls in their huts, so they can always see the comforting glow of the Citadel, even at night. It is a large and wide spire, sleek in design, with various rings and levels that seem to shift from time to time with languorous slowness, like a puzzle that stretches itself into the skies. If one was to estimate, it is likely around the size of a large forest in terms of diameter, and it stretches to just above the head of the canyon, meaning the top is very difficult to see. Going close, the white material gently hums, seemingly what has repelled the years of dust, storm and dirt that felled the lesser ruins. At the base, there is a circular wall that seems to stretch back into the building - to the South is a gate, which is usually guarded by AI constructs. The wall is almost seamless, and its sheer surface makes it impossible to climb.&lt;br /&gt;
&lt;br /&gt;
The Citadel is the centre of all mappings, and all Cardinal directions are based on the four prongs that ring the apex of the Citadel. The area directly under the Citadel is not very populated, due to the fact it is a more sterile landscape. It has a number of vending machines and other such dispensing units that are fed with Citadel Tokens. These have been primitively connected into districts: clothing, accessories, technology and food. However, the technology is mainly broken and faulty - best for creating personal mediums - and the food is either canned or massively spoiled. If someone were to discover a way to purify decayed delicacies, or repair broken technology, they would be seen as a saviour.&lt;br /&gt;
&lt;br /&gt;
===Habitation in the Outlook===&lt;br /&gt;
&lt;br /&gt;
Most habitation is in the fertile ring around the Citadel, broken up by the [[Outlook_Geography#The Southern Road|Southern Road]]. Here, there is enough plant growth for harvesting food, but also flat lands for building temporary settlements, before moving on. The Western and Southern areas are the most dangerous, for different reasons - to the West for creatures, and to the South for the possibility of malfunctioning AI from the road. Heavily Dead Strain tribes often locate themselves closer to the Inner ring, so that they are nearer to the Citadel and the AI that can often be seen drifting around it on the flat lands.&lt;br /&gt;
&lt;br /&gt;
Most settlements are temporary and movable - there is no need for permanent settlement, when resources are so abundant wherever you move. For example, the [[Tribe/Quilt|Quilt]] are a travelling tribe of storytellers, who weave their sleeping arrangements into the trees through hammocks and other cloth hangings, and move on when they need to by pulling these down and searching for a new place to put up camp. Things are, in theory, carved out into vague ‘areas’, but realistically as long as two tribes do not live on top of one another without mutual consent, boundaries are more or less accepted. Some tribes highly connected to their past and their dead, such as the [[Tribe/Diamond_Tribe|Diamond Tribe]], have a general connection to an area which they claim as their ancestral ground . Indeed, their [[Tombs of the Servers]] are a well known permanent area, a cave complex to the South West where the black boxes of generations past are enshrined in honour.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=File:Citadel_Map.png&amp;diff=1007</id>
		<title>File:Citadel Map.png</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=File:Citadel_Map.png&amp;diff=1007"/>
		<updated>2018-10-10T16:36:55Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Poisons&amp;diff=817</id>
		<title>Poisons</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Poisons&amp;diff=817"/>
		<updated>2018-09-27T02:15:48Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Known Poisons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Poisons are slow-to-apply grenades which go on your own weapons. If someone knowingly takes a poisoned weapon from a poisoner without the skill, they take the effect of the poison and the poison is lost. It is not possible to deliberately poison someone without their knowledge like this; instead if someone removes your weapon from you then the poison dissipates harmlessly.&lt;br /&gt;
&lt;br /&gt;
Poisons require one food resource to apply, and typically have a very predictable effect. It may be possible to experiment with new effects, especially using Advanced Organic Resources. Poisons take ten seconds of appropriate roleplaying to apply, and cannot stack.&lt;br /&gt;
&lt;br /&gt;
===Known Poisons===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Poison Name&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Bloodspray&lt;br /&gt;
|Tell a ref before applying this venom. Your next blow must be CURSE; it will cause a Wound.&lt;br /&gt;
|-&lt;br /&gt;
!Unstable Juice&lt;br /&gt;
|Tell a ref before applying this venom. Your next blow must be MUTATE; it will cause a random mutation.&lt;br /&gt;
|-&lt;br /&gt;
!Heavyweed&lt;br /&gt;
|Your next blow may be ENTANGLE.&lt;br /&gt;
|-&lt;br /&gt;
!Lightweed&lt;br /&gt;
|You next two blows may have “STRIKEDOWN” or “REPEL” added to them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Poisons&amp;diff=816</id>
		<title>Poisons</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Poisons&amp;diff=816"/>
		<updated>2018-09-27T02:15:29Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;Poisons are slow-to-apply grenades which go on your own weapons. If someone knowingly takes a poisoned weapon from a poisoner without the skill, they take the effect of the po...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Poisons are slow-to-apply grenades which go on your own weapons. If someone knowingly takes a poisoned weapon from a poisoner without the skill, they take the effect of the poison and the poison is lost. It is not possible to deliberately poison someone without their knowledge like this; instead if someone removes your weapon from you then the poison dissipates harmlessly.&lt;br /&gt;
&lt;br /&gt;
Poisons require one food resource to apply, and typically have a very predictable effect. It may be possible to experiment with new effects, especially using Advanced Organic Resources. Poisons take ten seconds of appropriate roleplaying to apply, and cannot stack.&lt;br /&gt;
&lt;br /&gt;
===Known Poisons===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Poison Name&lt;br /&gt;
|Effect|-&lt;br /&gt;
!Bloodspray&lt;br /&gt;
|Tell a ref before applying this venom. Your next blow must be CURSE; it will cause a Wound.&lt;br /&gt;
|-&lt;br /&gt;
!Unstable Juice&lt;br /&gt;
|Tell a ref before applying this venom. Your next blow must be MUTATE; it will cause a random mutation.&lt;br /&gt;
|-&lt;br /&gt;
!Heavyweed&lt;br /&gt;
|Your next blow may be ENTANGLE.&lt;br /&gt;
|-&lt;br /&gt;
!Lightweed&lt;br /&gt;
|You next two blows may have “STRIKEDOWN” or “REPEL” added to them.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=815</id>
		<title>Skills/Basic</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=815"/>
		<updated>2018-09-27T02:10:21Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Organic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Constitution ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Fitness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit; this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Hardiness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit (total +2); this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Toughness&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
| +1 Hit (total +3); this allows you to take a further mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Organic ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Medicine&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may spend a minute on appropriate role play to call CURE ALL on any Character. You may spend a reagent to reduce this to 10 seconds. During this time, their Bleed Count is paused. You may examine Wound Cards.&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|Medicine&lt;br /&gt;
|3&lt;br /&gt;
|May Spend a minute in appropriate role play to call RESTORE on a character. You may spend a reagent to do this is 10 seconds instead. You may attempt to heal Wounds.&lt;br /&gt;
|-&lt;br /&gt;
!Animal Dissection&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge dead organic corpses for food or reagents destroying the corpse in the process. Three times per day, you may also learn a fact about the corpse in the process of the dissection.&lt;br /&gt;
|-&lt;br /&gt;
!Poisoner&lt;br /&gt;
|Animal Dissection&lt;br /&gt;
|3&lt;br /&gt;
|Can use Food to apply [[poisons]] to your own weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Disassembler&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge working or broken machines and mechanical corpses for scraps and sometimes for advanced resources. Three times per day you may attempt to learn about the object in the process. If you disassemble a [[AI#Core Backup|core backup]], you learn about the AI. Disassembly always destroys the object.&lt;br /&gt;
|-&lt;br /&gt;
!Jury-rigger&lt;br /&gt;
|Disassembler&lt;br /&gt;
|3&lt;br /&gt;
|You may use Scrap to fix broken things. These will mostly be machines.&lt;br /&gt;
|-&lt;br /&gt;
!Reading&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|You can read Citadel Script. See [[Literacy]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
!Writing&lt;br /&gt;
|Reading&lt;br /&gt;
|2&lt;br /&gt;
|You may write Citadel Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Income and Downtime ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Connections&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) You will learn of an extra rumour every week. If defined, your connections may enter play (we will warn you if they do).&lt;br /&gt;
|-&lt;br /&gt;
!Control Income&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may pick your weekly income&lt;br /&gt;
|-&lt;br /&gt;
!Improved Income&lt;br /&gt;
|Control Income&lt;br /&gt;
|2&lt;br /&gt;
|You receive a second, randomised, basic income.&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Income&lt;br /&gt;
|Improved Income&lt;br /&gt;
|4&lt;br /&gt;
|You receive an advanced income every week.&lt;br /&gt;
|-&lt;br /&gt;
!Followers&lt;br /&gt;
|Connections&lt;br /&gt;
|3&lt;br /&gt;
|Followers may assist with your [[Downtime]] agenda, or can be assigned a separate basic agenda. They require the consumption of Food resource to do so reliably, otherwise they must spend their downtime scavenging for food.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=814</id>
		<title>Skills/Basic</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Basic&amp;diff=814"/>
		<updated>2018-09-27T02:07:49Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Income and Downtime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Constitution ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Fitness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit; this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Hardiness&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| +1 Hit (total +2); this allows you to take a further mutation&lt;br /&gt;
|-&lt;br /&gt;
!Toughness&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
| +1 Hit (total +3); this allows you to take a further mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Organic ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Medicine&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may spend a minute on appropriate role play to call CURE ALL on any Character. You may spend a reagent to reduce this to 10 seconds. During this time, their Bleed Count is paused. You may examine Wound Cards.&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|Medicine&lt;br /&gt;
|3&lt;br /&gt;
|May Spend a minute in appropriate role play to call RESTORE on a character. You may spend a reagent to do this is 10 seconds instead. You may attempt to heal Wounds.&lt;br /&gt;
|-&lt;br /&gt;
!Animal Dissection&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge dead organic corpses for food or reagents destroying the corpse in the process. Three times per day, you may also learn a fact about the corpse in the process of the dissection.&lt;br /&gt;
|-&lt;br /&gt;
!Poisoner&lt;br /&gt;
|Animal Dissection&lt;br /&gt;
|3&lt;br /&gt;
|Can use Food to apply poisons to your own weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Disassembler&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|You may scavenge working or broken machines and mechanical corpses for scraps and sometimes for advanced resources. Three times per day you may attempt to learn about the object in the process. If you disassemble a [[AI#Core Backup|core backup]], you learn about the AI. Disassembly always destroys the object.&lt;br /&gt;
|-&lt;br /&gt;
!Jury-rigger&lt;br /&gt;
|Disassembler&lt;br /&gt;
|3&lt;br /&gt;
|You may use Scrap to fix broken things. These will mostly be machines.&lt;br /&gt;
|-&lt;br /&gt;
!Reading&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|You can read Citadel Script. See [[Literacy]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
!Writing&lt;br /&gt;
|Reading&lt;br /&gt;
|2&lt;br /&gt;
|You may write Citadel Script.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Income and Downtime ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Connections&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) You will learn of an extra rumour every week. If defined, your connections may enter play (we will warn you if they do).&lt;br /&gt;
|-&lt;br /&gt;
!Control Income&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|You may pick your weekly income&lt;br /&gt;
|-&lt;br /&gt;
!Improved Income&lt;br /&gt;
|Control Income&lt;br /&gt;
|2&lt;br /&gt;
|You receive a second, randomised, basic income.&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Income&lt;br /&gt;
|Improved Income&lt;br /&gt;
|4&lt;br /&gt;
|You receive an advanced income every week.&lt;br /&gt;
|-&lt;br /&gt;
!Followers&lt;br /&gt;
|Connections&lt;br /&gt;
|3&lt;br /&gt;
|Followers may assist with your [[Downtime]] agenda, or can be assigned a separate basic agenda. They require the consumption of Food resource to do so reliably, otherwise they must spend their downtime scavenging for food.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=813</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=813"/>
		<updated>2018-09-27T02:06:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|People}}&lt;br /&gt;
In the world of The Citadel, there are only two boundaries that are defined at birth; who your family is, and what your strain is. You can leave your family, finding another Tribe in the Outlook, but you cannot choose your Strain. There are two strains in this setting, the Dead-Strains, who appear like modern-day humans and show aptitude with technology, especially the AI, and the Gene-Strains, who have the capacity to mutate, and who have discovered the power of Psionics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dead-Strains===&lt;br /&gt;
&lt;br /&gt;
Dead-strains are “humans”. They appear recognisably and completely of the human genus, although their clothing reflects the tough times they live in. Due to their appearance matching those of ancestral humans, and their heredity being similar to them too, they have a closer relationship with AIs than that of the gene-strains. This includes the power to control the potential of their hereditary genes, and learn the secrets of Techgnosis. Their closeness to their ancestors also leads to their ka being more receptive to AIs, meaning that they can house more AIs than Gene-strains.&lt;br /&gt;
&lt;br /&gt;
They cannot be Psionicists, but can be involved in the Communions of Psionicists. They cannot mutate in play.&lt;br /&gt;
&lt;br /&gt;
===Gene-Strains===&lt;br /&gt;
&lt;br /&gt;
Gene-strains are “mutants”. They appear to diverge from the modern human genus by some margin, expressing anomalous details such as scales, fur, antlers, markings, oddly coloured skin, or even tails. Thanks to their physical and hereditary divergence from their ancestors, they are distrusted by AIs, and ancient devices do not recognise them as human. However, their divergence has also led to them expressing new powers. Using the forces that cause these mutations, they can enact changes upon the world with focus and will.&lt;br /&gt;
&lt;br /&gt;
Gene-strain humans vary greatly in appearance; some are at first glance indistinguishable from dead-strain humans. AI are able to tell the difference with minimal interaction. As mutation effects are limited by “active” mutations, it is possible to possess cosmetic mutations that provide no active benefit. &#039;&#039;However&#039;&#039;, these mutations should never be complete, to the stage one looks like an anthropomorphic animal- they should be more patchy in nature.&lt;br /&gt;
&lt;br /&gt;
It is inappropriate to use metallic colours as a Gene-strain; this is supposed to emphasise the “organic” nature of the mutations.&lt;br /&gt;
&lt;br /&gt;
Gene-Strains cannot be Technopaths&lt;br /&gt;
&lt;br /&gt;
===Three attitudes to Mutations===&lt;br /&gt;
&lt;br /&gt;
In Tribes led by Gene-Strains, they gift of Psionics can be seen as a personal expression of a bright new hope. The previous world failed, and we are different, they say. These Tribes believe that novel mutations are a great blessing, and they praise individuality for the good of the community. Sometimes these Tribes all adopt a single mutation, in memory of a great good it did for one of their leaders. Some few take this philosophy of beneficial mutation to its logical conclusion, and believe in &amp;quot;The Shaper&amp;quot;, a consciousness guiding humanity collectively through its changes, ensuring a guiding hand.&lt;br /&gt;
&lt;br /&gt;
Through Psionics, togetherness arises. Psionic abilities not only become more powerful when multiple people cooperate, but they also benefit multiple people. Some Tribes take advantage of this communal aspect, making sure that as many group activities as possible can occur. In these Tribes, dead-strains might be seen as a little surly, because they don’t initiate activities such as a breakfast melding, or a pre-hunt shaping communion. In these Tribes, mutations and Psionics are just as likely to be treated as abstract objects of worship or as specialised tools; often these Tribes also have a second belief system melded into this psionic focus, and Psionic communions are seen as a medium for worship.&lt;br /&gt;
&lt;br /&gt;
Psionics are never seen as a curse, but can be viewed as a mixed blessing. In a few Tribes, it is believed that Psionics are a sign of continued divergence from the righteous path. It’s not the Psionicists’ fault, and they should definitely master their powers rather than letting their power master them, but in these Tribes it’s considered improper to go about with your mutations visible. A few of these Tribes talk about the great Citadel, and say that the role of the psionicists will be to purify those who enter the Citadel when its doors open, such that the great AI guiding the fabled city will accept those from the Ancient Way.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=812</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=812"/>
		<updated>2018-09-27T02:04:39Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Dead-Strains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|People}}&lt;br /&gt;
In the world of The Citadel, there are only two boundaries that are defined at birth; who your family is, and what your strain is. You can leave your family, finding another Tribe in the Outlook, but you cannot choose your strain. There are two strains in this setting, the dead-strains, who appear like modern-day humans and show aptitude with technology, especially the AI, and the gene-strains, who have the capacity to mutate, and who have discovered the power of Psionics.&lt;br /&gt;
&lt;br /&gt;
===Dead-Strains===&lt;br /&gt;
&lt;br /&gt;
Dead-strains are “humans”. They appear recognisably and completely of the human genus, although their clothing reflects the tough times they live in. Due to their appearance matching those of ancestral humans, and their heredity being similar to them too, they have a closer relationship with AIs than that of the gene-strains. This includes the power to control the potential of their hereditary genes, and learn the secrets of Techgnosis. Their closeness to their ancestors also leads to their ka being more receptive to AIs, meaning that they can house more AIs than Gene-strains.&lt;br /&gt;
&lt;br /&gt;
===Gene-Strains===&lt;br /&gt;
&lt;br /&gt;
Gene-strains are “mutants”. They appear to diverge from the modern human genus by some margin, expressing anomalous details such as scales, fur, antlers, markings, oddly coloured skin, or even tails. Thanks to their physical and hereditary divergence from their ancestors, they are distrusted by AIs, and ancient devices do not recognise them as human. However, their divergence has also led to them expressing new powers. Using the forces that cause these mutations, they can enact changes upon the world with focus and will.&lt;br /&gt;
&lt;br /&gt;
Gene-strain humans vary greatly in appearance; some are at first glance indistinguishable from dead-strain humans. AI are able to tell the difference with minimal interaction. As mutation effects are limited by “active” mutations, it is possible to possess cosmetic mutations that provide no active benefit. &#039;&#039;However&#039;&#039;, these mutations should never be complete, to the stage one looks like an anthropomorphic animal- they should be more patchy in nature.&lt;br /&gt;
&lt;br /&gt;
It is inappropriate to use metallic colours as a Gene-strain; this is supposed to emphasise the “organic” nature of the mutations.&lt;br /&gt;
&lt;br /&gt;
===Three attitudes to Mutations===&lt;br /&gt;
&lt;br /&gt;
In Tribes led by gene-strains, they gift of Psionics can be seen as a personal expression of a bright new hope. The previous world failed, and we are different, they say. These Tribes believe that novel mutations are a great blessing, and they praise individuality for the good of the community. Sometimes these Tribes all adopt a single mutation, in memory of a great good it did for one of their leaders. Some few take this philosophy of beneficial mutation to its logical conclusion, and believe in &amp;quot;The Shaper&amp;quot;, a consciousness guiding humanity collectively through its changes, ensuring a guiding hand.&lt;br /&gt;
&lt;br /&gt;
Through Psionics, togetherness arises. Psionic abilities not only become more powerful when multiple people cooperate, but they also benefit multiple people. Some Tribes take advantage of this communal aspect, making sure that as many group activities as possible can occur. In these Tribes, dead-strains might be seen as a little surly, because they don’t initiate activities such as a breakfast melding, or a pre-hunt shaping communion. In these Tribes, mutations and Psionics are just as likely to be treated as abstract objects of worship or as specialised tools; often these Tribes also have a second belief system melded into this psionic focus, and Psionic communions are seen as a medium for worship.&lt;br /&gt;
&lt;br /&gt;
Psionics are never seen as a curse, but can be viewed as a mixed blessing. In a few Tribes, it is believed that Psionics are a sign of continued divergence from the righteous path. It’s not the Psionicists’ fault, and they should definitely master their powers rather than letting their power master them, but in these Tribes it’s considered improper to go about with your mutations visible. A few of these Tribes talk about the great Citadel, and say that the role of the psionicists will be to purify those who enter the Citadel when its doors open, such that the great AI guiding the fabled city will accept those from the Ancient Way.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Religion&amp;diff=811</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Religion&amp;diff=811"/>
		<updated>2018-09-27T02:03:15Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|People}}&lt;br /&gt;
Belief systems amongst the Tribes of the Outlook vary greatly, there is no real homogeneity, and it’s easy to find a heterodoxy to every established opinion. We’ve provided some examples of belief systems below. Feel free to adapt your own within these loose guidelines.&lt;br /&gt;
&lt;br /&gt;
====Common Religious Themes====&lt;br /&gt;
&lt;br /&gt;
* The Importance of Individuality&lt;br /&gt;
* Anthropomorphic Entities&lt;br /&gt;
* The Community&lt;br /&gt;
* Group Meditation&lt;br /&gt;
&lt;br /&gt;
=== Common Objects of Worship ===&lt;br /&gt;
&lt;br /&gt;
==== AIs ====&lt;br /&gt;
&lt;br /&gt;
Powerful, or at least strange, entities, which carry out purposes not easily understood, and often quite tangential to what members of the Outlook consider important. “Ay-Eye” is the name they give themselves, but may often not recognise that this is an abbreviation of “Artificial Intelligence”. They can be called “Watchers” “Observers” “Spirits” “Animators” etc.&lt;br /&gt;
&lt;br /&gt;
You may invent your own AI or follow a predefined one; predefined AIs include the Diamond, obsessed with obedience and preservation of the Tribe; the curious That Which Is Freely Given; and Melody, a mysterious deity of healing each described [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
==== The Great Depths ====&lt;br /&gt;
&lt;br /&gt;
People know about the wide waters, and know that very few AI wander therein. This is an example of a natural feature that can be anthropomorphised.&lt;br /&gt;
&lt;br /&gt;
==== The Citadel ====&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for Tribes of the Outlook to revere the Citadel as some form of deity.&lt;br /&gt;
&lt;br /&gt;
==== Those Who Paved The Way ====&lt;br /&gt;
&lt;br /&gt;
The supposed designers of the AI constructs that are regularly seen in The Outlook and beyond- views on their divinity can vary greatly.&lt;br /&gt;
&lt;br /&gt;
==== The Divine Empress of the Techgnostic Network ====&lt;br /&gt;
&lt;br /&gt;
A whispered name that some of the more AI focused tribes may mention before clutching their medium- she is allegedly a humanoid creature who AIs follow and revere, even some of the most advanced AIs that are known to exist. Her existence is a matter of dispute outside Tribes which worship [[Beyond#Forces_from_The_Distance|her]].&lt;br /&gt;
&lt;br /&gt;
==== The Shaper ====&lt;br /&gt;
&lt;br /&gt;
Seen as a force which causes mutations. [[Creatures#Oddys|Oddys]] are often viewed as their presence made manifest in this world.&lt;br /&gt;
&lt;br /&gt;
=== The limits of worship ===&lt;br /&gt;
&lt;br /&gt;
No-one’s religion is “attack X strain on sight”. Distrusting, or assuming a role of a particular strain is more common, within limits. What’s most common is a belief on the role of Techgnosis or Psionics within the world, which can be more extreme, but the same limit applies here; the Tribes have co-existed, and a belief system that’ll lead to destruction of one or other group would be unable to flourish&lt;br /&gt;
No parodying or mimicking real-world religions. Although elements of real-world religion might seep in, any references that are recognizable at a glance OOC, and especially anything disrespectful, are inappropriate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Literacy&amp;diff=810</id>
		<title>Literacy</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Literacy&amp;diff=810"/>
		<updated>2018-09-27T02:02:12Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Citadel Script */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|People}}&lt;br /&gt;
&#039;&#039;&#039;Literacy&#039;&#039;&#039; requires rare tools. Paper and writing instruments are not common in this setting. They are not mechanically limited, although we’d appreciate it if people could limit the use of paper; for example, starting a leaflet campaign would be inappropriate.&lt;br /&gt;
&lt;br /&gt;
== Outlook language ==&lt;br /&gt;
&lt;br /&gt;
There is a shared, written, Outlook language, which is different from that of AI and machines. This is physrepped by English, and if printed it would be preferable for it to appear handwritten, although legibility is the primary concern. There is likely to be a Noticeboard in the Interactive venue, which includes a written summary of the week’s major events.&lt;br /&gt;
&lt;br /&gt;
== Citadel Script ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citadel Script&#039;&#039;&#039; is the language of technology. The Citadel machines have a defined script, which is physrepped by mirrored writing. If, for whatever reason, an electrical screen appears in play it will always also display Citadel Script, even if the physrep makes it appear otherwise. You may not read Citadel Script without the ability to do so, nor may you write Citadel Script without that ability. These are separate abilities. Some Citadel machines interact only via the medium of Citadel Script. If a keyboard appears in play, then the letters on its surface are supposed to be in Citadel Script.&lt;br /&gt;
&lt;br /&gt;
Anyone with the ability to read Citadel Script may borrow a mirror if they are not confident to read mirror script OOC, or if they want to speed up their ability to read it. A quick way to mirror writing on a page is to look from the opposite side with it held towards the light, if appropriate for the physrep.&lt;br /&gt;
&lt;br /&gt;
If you accidentally catch a glimpse Citadel Script without the skill, and read a word or two contained with, then you may justify that your character has noticed just those words. Please do not look at script with the intention of doing this, but we realise accidents happen and are okay with a compromise between people “stonewalling” their OOC knowledge and their IC knowledge.&lt;br /&gt;
&lt;br /&gt;
AIs admire their own version of literacy, and will refuse to read anything not written in Citadel Script. If you are trying to write something for an AI, and have the skill, but will find it difficult to write things “backwards”, then you may add an OOC note that it’s in Citadel Script.&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=809</id>
		<title>Outlook Society</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=809"/>
		<updated>2018-09-27T02:01:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Literacy in The Outlook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Our hands joined, a physical connectiveness, I let my mind slip around the circle. I don’t like talking, but I feel a humongous pressure to say something. I focus on that feeling, on the nervousness within me, and I decide I should probably at least announce the obvious. “I want my horns to work” I say, and suddenly I feel embarrassed. But we’re still holding hands in a circle, and all of us are together, so it hasn’t gone wrong yet.&lt;br /&gt;
&lt;br /&gt;
It feels like an hour before Josiah says “I want his horns to work too”, before grinning in that utterly easy way he has, as if he didn’t sound as weird as I did. Alpha and Nasha just stay still, focusing on the connection. Nasha smiles a little, and then I feel it in full force. &lt;br /&gt;
&lt;br /&gt;
Community, togetherness, belief, change, the cycle. Energy dances and runs through me as I stand there, and my forehead tingles as I feel it slipping into the horns.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|People}}&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
[[Outlook|The Outlook]] is a place of much natural beauty, and thriving wilderness, colonized by groups of humanity who survived the ‘End of the World’. With a relatively low population for its size, as well as an abundance of natural resources, there is little resource scarcity. Due to this, it is a very peaceful place, and the main disputes are petty family rivalries; though these can simmer for generations, and cause an amount of bloodshed not in keeping with the perceived insult. Bodyguards have little call for their trade, except for protection of the more lightly armoured who explore some of the lesser known areas, where creatures and bandits roam. Despite this, martial skills are relatively commonly practiced- there is always the risk of being attacked by creatures that have moved beyond their usual hunting ground. Moreover, sometimes the tribes band together against threats from the outside, and it is thus necessary for at least a few to pass on fighting techniques.&lt;br /&gt;
&lt;br /&gt;
===Mutations in The Outlook===&lt;br /&gt;
&lt;br /&gt;
People are born either [[Strains#Dead Strain|Dead-Strain]] or [[Strains#Gene Strain|Gene-Strain]]. Gene-Strains have mutations, and are able to shape those mutations in directions positive for their survival. Dead-Strains look much more like those from the World Before, and can interface much better with AI. Two Dead-Strain parents will invariably have a Dead-Strain child; however, this is the only common way that Dead-Strains are parented. If at least one parent is a Gene-Strain, the child will almost always also be a Gene-Strain. There is little outright rivalry between the groups, but each Tribe has a different mix of both strains, and different attitudes based on their composition.&lt;br /&gt;
&lt;br /&gt;
===Tribes and The Outlook===&lt;br /&gt;
&lt;br /&gt;
One of the most important things is that everyone in the Outlook belongs to, or has recently belonged to, a [[Tribes|Tribe]]. This may not be the Tribe that they were born into, or a very large Tribe. Communal living has been seen as a large advantage for the people of the Outlook, and regularly comes down to long term family groups. From the larger tribes, like the Mutati, there are often break outs and new groups that form when a family decide they want to strike out on their own. &lt;br /&gt;
&lt;br /&gt;
Tribes are something we would love for players to come up with on their own. However, there are some pre-defined tribes, and we are happy to talk through ideas with you. All the information needed can be found in [[Creating_Your_Tribe|here]]&lt;br /&gt;
&lt;br /&gt;
==== Law in The Outlook====&lt;br /&gt;
&lt;br /&gt;
The combined Tribes have no leadership, no formal inter-tribal interactions, and wildly varying viewpoints on most topics. Consequently, there is no body of law or protocols that would tie them all together. Members of the Outlook have significant leeway in how they deal with matters of law. &lt;br /&gt;
&lt;br /&gt;
Internally, the Tribes are bound by ideology and blood, and they treasure their peace. The individual leaders of Tribes will resolve disputes within a given Tribe.&lt;br /&gt;
&lt;br /&gt;
It is possible that the players end up defining law in play. It is also possible that some NPCs or a faction might attempt to impose one. We believe, but may be wrong, that there will be a de-facto “law” that keeps a status quo that is agreeable to the characters without much ref involvement. If it comes to a point where the enforcement of law is controlled by domineering (N)PCs in a way that isn’t fun for anyone else, then we will include means to redress this balance.&lt;br /&gt;
&lt;br /&gt;
===AIs and The Outlook===&lt;br /&gt;
&lt;br /&gt;
You will have been likely to have met [[AI|AIs]] in your time- very few of them will have been highly competent, most repeating the same class of actions ad infinitum. They are instantly recognizable by a symbol or marking on their forehead- although they may additionally have symbols or markings elsewhere. A few of the more competent AIs have groups that they lead, or at least act as advisors to. More complex AIs are often worshipped, or at least treated with wary respect. It is your choice how to define the various AIs you have interacted with, but be aware that there will be groups that will brook little disrespect of their patrons. AIs can be summoned with relative ease if you have made contact with them before, and provide them a medium in which to manifest. This should be some form of technological device- though it can be stored in any sort of appropriate phys-rep (There will be some available for new players, if they want them).&lt;br /&gt;
&lt;br /&gt;
Some people house AIs in their ka, if they wish to draw on the skills of a particular AI. They may have some odd personality quirks related to the AI they are handling. This is regarded as entirely normal, a natural consequence of communion with a different class of intelligence.&lt;br /&gt;
&lt;br /&gt;
===[[Literacy]] in The Outlook===&lt;br /&gt;
&lt;br /&gt;
There is a shared writing system in The Outlook, that the Tribes have roughly come together and agreed on. Whilst some people may have their own individual codes, it is usually possible to understand anything that is written. The exception to this is Citadel script, which is the language of the World Before, which is a reversed version of modern writing. We will provide mirrors next to any documents that are written in Citadel Script. You need to have skills to read and write Citadel script.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=808</id>
		<title>Outlook Society</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=808"/>
		<updated>2018-09-27T01:59:05Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* AIs and The Outlook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Our hands joined, a physical connectiveness, I let my mind slip around the circle. I don’t like talking, but I feel a humongous pressure to say something. I focus on that feeling, on the nervousness within me, and I decide I should probably at least announce the obvious. “I want my horns to work” I say, and suddenly I feel embarrassed. But we’re still holding hands in a circle, and all of us are together, so it hasn’t gone wrong yet.&lt;br /&gt;
&lt;br /&gt;
It feels like an hour before Josiah says “I want his horns to work too”, before grinning in that utterly easy way he has, as if he didn’t sound as weird as I did. Alpha and Nasha just stay still, focusing on the connection. Nasha smiles a little, and then I feel it in full force. &lt;br /&gt;
&lt;br /&gt;
Community, togetherness, belief, change, the cycle. Energy dances and runs through me as I stand there, and my forehead tingles as I feel it slipping into the horns.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|People}}&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
[[Outlook|The Outlook]] is a place of much natural beauty, and thriving wilderness, colonized by groups of humanity who survived the ‘End of the World’. With a relatively low population for its size, as well as an abundance of natural resources, there is little resource scarcity. Due to this, it is a very peaceful place, and the main disputes are petty family rivalries; though these can simmer for generations, and cause an amount of bloodshed not in keeping with the perceived insult. Bodyguards have little call for their trade, except for protection of the more lightly armoured who explore some of the lesser known areas, where creatures and bandits roam. Despite this, martial skills are relatively commonly practiced- there is always the risk of being attacked by creatures that have moved beyond their usual hunting ground. Moreover, sometimes the tribes band together against threats from the outside, and it is thus necessary for at least a few to pass on fighting techniques.&lt;br /&gt;
&lt;br /&gt;
===Mutations in The Outlook===&lt;br /&gt;
&lt;br /&gt;
People are born either [[Strains#Dead Strain|Dead-Strain]] or [[Strains#Gene Strain|Gene-Strain]]. Gene-Strains have mutations, and are able to shape those mutations in directions positive for their survival. Dead-Strains look much more like those from the World Before, and can interface much better with AI. Two Dead-Strain parents will invariably have a Dead-Strain child; however, this is the only common way that Dead-Strains are parented. If at least one parent is a Gene-Strain, the child will almost always also be a Gene-Strain. There is little outright rivalry between the groups, but each Tribe has a different mix of both strains, and different attitudes based on their composition.&lt;br /&gt;
&lt;br /&gt;
===Tribes and The Outlook===&lt;br /&gt;
&lt;br /&gt;
One of the most important things is that everyone in the Outlook belongs to, or has recently belonged to, a [[Tribes|Tribe]]. This may not be the Tribe that they were born into, or a very large Tribe. Communal living has been seen as a large advantage for the people of the Outlook, and regularly comes down to long term family groups. From the larger tribes, like the Mutati, there are often break outs and new groups that form when a family decide they want to strike out on their own. &lt;br /&gt;
&lt;br /&gt;
Tribes are something we would love for players to come up with on their own. However, there are some pre-defined tribes, and we are happy to talk through ideas with you. All the information needed can be found in [[Creating_Your_Tribe|here]]&lt;br /&gt;
&lt;br /&gt;
==== Law in The Outlook====&lt;br /&gt;
&lt;br /&gt;
The combined Tribes have no leadership, no formal inter-tribal interactions, and wildly varying viewpoints on most topics. Consequently, there is no body of law or protocols that would tie them all together. Members of the Outlook have significant leeway in how they deal with matters of law. &lt;br /&gt;
&lt;br /&gt;
Internally, the Tribes are bound by ideology and blood, and they treasure their peace. The individual leaders of Tribes will resolve disputes within a given Tribe.&lt;br /&gt;
&lt;br /&gt;
It is possible that the players end up defining law in play. It is also possible that some NPCs or a faction might attempt to impose one. We believe, but may be wrong, that there will be a de-facto “law” that keeps a status quo that is agreeable to the characters without much ref involvement. If it comes to a point where the enforcement of law is controlled by domineering (N)PCs in a way that isn’t fun for anyone else, then we will include means to redress this balance.&lt;br /&gt;
&lt;br /&gt;
===AIs and The Outlook===&lt;br /&gt;
&lt;br /&gt;
You will have been likely to have met [[AI|AIs]] in your time- very few of them will have been highly competent, most repeating the same class of actions ad infinitum. They are instantly recognizable by a symbol or marking on their forehead- although they may additionally have symbols or markings elsewhere. A few of the more competent AIs have groups that they lead, or at least act as advisors to. More complex AIs are often worshipped, or at least treated with wary respect. It is your choice how to define the various AIs you have interacted with, but be aware that there will be groups that will brook little disrespect of their patrons. AIs can be summoned with relative ease if you have made contact with them before, and provide them a medium in which to manifest. This should be some form of technological device- though it can be stored in any sort of appropriate phys-rep (There will be some available for new players, if they want them).&lt;br /&gt;
&lt;br /&gt;
Some people house AIs in their ka, if they wish to draw on the skills of a particular AI. They may have some odd personality quirks related to the AI they are handling. This is regarded as entirely normal, a natural consequence of communion with a different class of intelligence.&lt;br /&gt;
&lt;br /&gt;
===[[Literacy]] in The Outlook===&lt;br /&gt;
&lt;br /&gt;
All writing is personal- tribes may be able to share their own notes, and you can likely read the writing of people you know very well who have told you how their writing style works, but no script is common to every tribe, and understandable by all of them. The only exception to this is the Citadel script, which is a reversed version of modern writing. We will provide mirrors next to any documents that are written in Citadel Script.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=807</id>
		<title>Outlook Society</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=807"/>
		<updated>2018-09-27T01:58:12Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Mutations in The Outlook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Our hands joined, a physical connectiveness, I let my mind slip around the circle. I don’t like talking, but I feel a humongous pressure to say something. I focus on that feeling, on the nervousness within me, and I decide I should probably at least announce the obvious. “I want my horns to work” I say, and suddenly I feel embarrassed. But we’re still holding hands in a circle, and all of us are together, so it hasn’t gone wrong yet.&lt;br /&gt;
&lt;br /&gt;
It feels like an hour before Josiah says “I want his horns to work too”, before grinning in that utterly easy way he has, as if he didn’t sound as weird as I did. Alpha and Nasha just stay still, focusing on the connection. Nasha smiles a little, and then I feel it in full force. &lt;br /&gt;
&lt;br /&gt;
Community, togetherness, belief, change, the cycle. Energy dances and runs through me as I stand there, and my forehead tingles as I feel it slipping into the horns.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|People}}&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
[[Outlook|The Outlook]] is a place of much natural beauty, and thriving wilderness, colonized by groups of humanity who survived the ‘End of the World’. With a relatively low population for its size, as well as an abundance of natural resources, there is little resource scarcity. Due to this, it is a very peaceful place, and the main disputes are petty family rivalries; though these can simmer for generations, and cause an amount of bloodshed not in keeping with the perceived insult. Bodyguards have little call for their trade, except for protection of the more lightly armoured who explore some of the lesser known areas, where creatures and bandits roam. Despite this, martial skills are relatively commonly practiced- there is always the risk of being attacked by creatures that have moved beyond their usual hunting ground. Moreover, sometimes the tribes band together against threats from the outside, and it is thus necessary for at least a few to pass on fighting techniques.&lt;br /&gt;
&lt;br /&gt;
===Mutations in The Outlook===&lt;br /&gt;
&lt;br /&gt;
People are born either [[Strains#Dead Strain|Dead-Strain]] or [[Strains#Gene Strain|Gene-Strain]]. Gene-Strains have mutations, and are able to shape those mutations in directions positive for their survival. Dead-Strains look much more like those from the World Before, and can interface much better with AI. Two Dead-Strain parents will invariably have a Dead-Strain child; however, this is the only common way that Dead-Strains are parented. If at least one parent is a Gene-Strain, the child will almost always also be a Gene-Strain. There is little outright rivalry between the groups, but each Tribe has a different mix of both strains, and different attitudes based on their composition.&lt;br /&gt;
&lt;br /&gt;
===Tribes and The Outlook===&lt;br /&gt;
&lt;br /&gt;
One of the most important things is that everyone in the Outlook belongs to, or has recently belonged to, a [[Tribes|Tribe]]. This may not be the Tribe that they were born into, or a very large Tribe. Communal living has been seen as a large advantage for the people of the Outlook, and regularly comes down to long term family groups. From the larger tribes, like the Mutati, there are often break outs and new groups that form when a family decide they want to strike out on their own. &lt;br /&gt;
&lt;br /&gt;
Tribes are something we would love for players to come up with on their own. However, there are some pre-defined tribes, and we are happy to talk through ideas with you. All the information needed can be found in [[Creating_Your_Tribe|here]]&lt;br /&gt;
&lt;br /&gt;
==== Law in The Outlook====&lt;br /&gt;
&lt;br /&gt;
The combined Tribes have no leadership, no formal inter-tribal interactions, and wildly varying viewpoints on most topics. Consequently, there is no body of law or protocols that would tie them all together. Members of the Outlook have significant leeway in how they deal with matters of law. &lt;br /&gt;
&lt;br /&gt;
Internally, the Tribes are bound by ideology and blood, and they treasure their peace. The individual leaders of Tribes will resolve disputes within a given Tribe.&lt;br /&gt;
&lt;br /&gt;
It is possible that the players end up defining law in play. It is also possible that some NPCs or a faction might attempt to impose one. We believe, but may be wrong, that there will be a de-facto “law” that keeps a status quo that is agreeable to the characters without much ref involvement. If it comes to a point where the enforcement of law is controlled by domineering (N)PCs in a way that isn’t fun for anyone else, then we will include means to redress this balance.&lt;br /&gt;
&lt;br /&gt;
===AIs and The Outlook===&lt;br /&gt;
&lt;br /&gt;
You will have been likely to have met [[AI]] in your time- very few of them will have been highly competent, most repeating the same class of actions ad infinitum. They are instantly recognizable by a symbol or marking on their forehead- although they may additionally have symbols or markings elsewhere. A few of the more competent AIs have groups that they lead, or at least act as advisors to. More complex AIs are often worshipped, or at least treated with wary respect. It is your choice how to define the various AIs you have interacted with, but be aware that there will be groups that will brook little disrespect of their patrons. AIs can be summoned with relative ease if you have made contact with them before, and provide them a medium in which to manifest. This should be some form of technological device- though it can be stored in any sort of appropriate phys-rep (There will be some available for new players, if they want them).&lt;br /&gt;
&lt;br /&gt;
Some people house AIs in their ka, if they wish to draw on the skills of a particular AI. They may have some odd personality quirks related to the AI they are handling. This is regarded as entirely normal, a natural consequence of communion with a different class of intelligence.&lt;br /&gt;
&lt;br /&gt;
===[[Literacy]] in The Outlook===&lt;br /&gt;
&lt;br /&gt;
All writing is personal- tribes may be able to share their own notes, and you can likely read the writing of people you know very well who have told you how their writing style works, but no script is common to every tribe, and understandable by all of them. The only exception to this is the Citadel script, which is a reversed version of modern writing. We will provide mirrors next to any documents that are written in Citadel Script.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=World_History&amp;diff=806</id>
		<title>World History</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=World_History&amp;diff=806"/>
		<updated>2018-09-27T01:56:55Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Origination Myths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|World}}&lt;br /&gt;
General knowledge of the World Before is uncommon, and often in the form of stories and myth, as well as what can be gleaned from AI who are able to remember small details of their work Before. Indeed, a known fact is that almost every AI involved with the recording of history is in some way broken- a loss of memory likely from a failure to be backed up over the centuries. The most commonly known facts are the following.&lt;br /&gt;
&lt;br /&gt;
=== The Decline === &lt;br /&gt;
At some point, hundreds of years ago, humanity started slipping. Whether this was from mutations, lack of mutations,a series of conflicts draining resources, or failure to trade, is unclear. All that is agreed is that it was not a single war- it was a slow fall from grace, as the lights went out across the world.&lt;br /&gt;
&lt;br /&gt;
=== The Assumption of the Citadel ===&lt;br /&gt;
Around the time of The Decline, a group of AI led a number of humans into its embrace, then closed forever. This was by various means- walking, transports that glided through the land and sky, and in some versions of the myth even being bodily ascended into the building. This is seen as the official end of the World Before.&lt;br /&gt;
&lt;br /&gt;
=== The Great Silence ===&lt;br /&gt;
This was the point at which most technology from the World Before ceased to work. It is disagreed whether this happened over years, or in a single day, and indeed whether it happened before or after the Assumption. It was about this point where those who believe in foreign lands past the Expanses agree that contact with them was cut off.&lt;br /&gt;
&lt;br /&gt;
=== Origination Myths ===&lt;br /&gt;
Each tribe has their own origination myth - how they came to The Outlook. For some, it was that they were close to being ‘good’ enough for the Assumption, and were led to the gates, but turned away at the last moment due to some perceived defect of a single member, who was then banished for their crime. This is the tale of the Mutati, who blame their banishment on the Trickster Suzo, who mimicked an AI to attempt to get themselves in, when they did not deserve it. &lt;br /&gt;
&lt;br /&gt;
For others, like the Cartographers, it is that they explored the world, and were drawn here by marks on the stars, ancient trails long forgotten, and AIs that wanted to give them the blessings of this truly good place. Travellers to a promised land, they intend to make the most of it. The Diamonds, and other of a similar ilk, state that they were aware of the Decline, and began their own plans to oppose it- in their case, preserving the past through attempting to create ever-living versions of themselves as AIs.&lt;br /&gt;
&lt;br /&gt;
=== The Gates Swung Open ===&lt;br /&gt;
This happened yesterday. Without warning, the Citadel suddenly opened, much to the excitement of many AI, who almost unanimously encouraged people to visit. The usual guards from the Southern Road are gone… at least for the time being. &lt;br /&gt;
&lt;br /&gt;
News of this event has not travelled very far yet.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=805</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=805"/>
		<updated>2018-09-27T01:56:10Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Dangerous Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|World|People}}&lt;br /&gt;
AIs come in at least two accessible 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 used to be able to house themselves in &#039;&#039;bodies&#039;&#039; in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Types of AI ===&lt;br /&gt;
&lt;br /&gt;
==== [[Basic AIs]] ====&lt;br /&gt;
&lt;br /&gt;
Basic AIs are simplistic and often have a singular focus, belonging to certain classes and finding novelty difficult. &lt;br /&gt;
&lt;br /&gt;
When manifested as a hologram, basic AIs are typically very constrained and less physically capable than humans, outside of a narrow frame of expertise and generally do not understand deception. &lt;br /&gt;
&lt;br /&gt;
Housing a basic AI is straightforward and usually without incident save minor discomfort. It is possible to &#039;&#039;Request&#039;&#039; a generic class of Basic AI, or perhaps a specific Basic AI. &lt;br /&gt;
&lt;br /&gt;
==== Advanced AIs ====&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. &lt;br /&gt;
&lt;br /&gt;
Housing an Advanced AI without the right skill is extremely dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge. &lt;br /&gt;
&lt;br /&gt;
A list of sample Advanced AIs can be found [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Super AIs ====&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual. Of course, there is no living memory of any Super AIs ...&lt;br /&gt;
&lt;br /&gt;
=== Functions and Behaviour ===&lt;br /&gt;
&lt;br /&gt;
==== Holograms ====&lt;br /&gt;
&lt;br /&gt;
The most common way to encounter AIs is in holographic form. They are physically real, and touchable, unless [[Citadel#Deadlocked_AIs|deadlocked]], and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. &lt;br /&gt;
&lt;br /&gt;
Destroying a hologram is known to weaken an AI and it can require up to a week before they are able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
==== Housing ====&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. 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;
Advanced AIs may house parts of themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the partial housing, able to appear as a hologram simultaneously. This is a called &#039;&#039;partial&#039;&#039; housing, and does not appear to harm the housing AI, nor does it require special preparation of the part of the housing piece or ka. Some Tribes have a single AI which partially houses in several of their members. Full housing precludes having any partial housings.&lt;br /&gt;
&lt;br /&gt;
==== Dispatch and Expunge ====&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing by their own effort 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 decide to dehouse. If you believe this may, or should, happen to you, see a ref. AIs may also deliberately damage their housing without actually dehousing themselves, this is often a way to coerce the bearer of their housing. If you attempt to dehouse an AI from your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is &#039;&#039;acting against an AI’s wishes&#039;&#039;, we will not decide a PC is &#039;&#039;acting against their AI’s roleplaying effects&#039;&#039; without their explicit invitation from the player.&lt;br /&gt;
&lt;br /&gt;
==== Isolated AIs ====&lt;br /&gt;
&lt;br /&gt;
AIs which have been housed and isolated cannot interact with their housing in any way. This prevents them from damaging the housing or from voluntarily dehousing themselves.&lt;br /&gt;
&lt;br /&gt;
==== AI behaviours and RP effects ====&lt;br /&gt;
&lt;br /&gt;
AIs are varied, but they tend towards several behavioural trends. Many AIs like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AIs also dislike venturing outside the Outlook if they originated from within it.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a role playing effect. These RP effects are intended to on the level of &#039;&#039;background personality trait&#039;&#039; rather than intense short-term effects. If an AI role playing effect would make you feel uncomfortable, please talk to a ref, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
==== Core Backup ====&lt;br /&gt;
&lt;br /&gt;
Every AI seems to possess a permanent backup housing. No AI can be permanently destroyed unless the Core Backup is destroyed. While it does not act as a regular housing and does not allow the AIs to manifest, a Core Backup can always restore the AI into an appropriate housing. Many AIs have dead-switches that cause them to be restored from their Core Backup upon the destruction of their housing.&lt;br /&gt;
&lt;br /&gt;
===Common Attitudes towards AI===&lt;br /&gt;
&lt;br /&gt;
{{IC|Locked-Up, the AI who called herself the youngest of her sisters, led me to the meeting place.&lt;br /&gt;
&lt;br /&gt;
As I stepped into the clearing, a few steps behind my beloved protector, I saw her sisters for the first time. They were almost identical, for being so different. Written-Right, stern and commanding, bore the same grave countenance as Locked-up, an unmistakable resemblance. Their eldest sister, Paid4, had it too.&lt;br /&gt;
&lt;br /&gt;
Each sister trailed behind them an acolyte, each of us here to learn as much as we could about the Time Before.}}&lt;br /&gt;
==== Custodians and Guardians ====&lt;br /&gt;
Some Tribes worship the AIs as custodians and guardians of an ancient, better, civilization. They believe that the knowledge and power that come from relationships with the AIs are relics of an age of wonder, which came before. These people will gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of such Tribes to have their first AI housed in their ka upon reaching adolescence, and for those AI to have been their constant companion. Taking care of that AI&#039;s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
==== Strange Allies ====&lt;br /&gt;
* Some Tribes see the AIs as useful allies with peculiar habits. As most AIs show a limited range of focus, and even Advanced AIs have clear goals, they will seek bargains 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;
==== Dangerous Tools ====&lt;br /&gt;
* A few Tribes dislike and distrust the AIs. &#039;&#039;Why, would they want us for anything except their dirty work?&#039;&#039; they mutter. They see AIs as relics of a civilisation that destroyed itself and the environment, and they reason that AIs must have led humans to their doom. If these people know an AI might be useful to them, they are likely to try to find an AI&#039;s core backup and use it as leverage to get the AI&#039;s assistance, accepting the risks that come with housing an AI. These Tribes usually find that the AIs avoid them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=804</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=804"/>
		<updated>2018-09-27T01:55:48Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Strange Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|World|People}}&lt;br /&gt;
AIs come in at least two accessible 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 used to be able to house themselves in &#039;&#039;bodies&#039;&#039; in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Types of AI ===&lt;br /&gt;
&lt;br /&gt;
==== [[Basic AIs]] ====&lt;br /&gt;
&lt;br /&gt;
Basic AIs are simplistic and often have a singular focus, belonging to certain classes and finding novelty difficult. &lt;br /&gt;
&lt;br /&gt;
When manifested as a hologram, basic AIs are typically very constrained and less physically capable than humans, outside of a narrow frame of expertise and generally do not understand deception. &lt;br /&gt;
&lt;br /&gt;
Housing a basic AI is straightforward and usually without incident save minor discomfort. It is possible to &#039;&#039;Request&#039;&#039; a generic class of Basic AI, or perhaps a specific Basic AI. &lt;br /&gt;
&lt;br /&gt;
==== Advanced AIs ====&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. &lt;br /&gt;
&lt;br /&gt;
Housing an Advanced AI without the right skill is extremely dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge. &lt;br /&gt;
&lt;br /&gt;
A list of sample Advanced AIs can be found [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Super AIs ====&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual. Of course, there is no living memory of any Super AIs ...&lt;br /&gt;
&lt;br /&gt;
=== Functions and Behaviour ===&lt;br /&gt;
&lt;br /&gt;
==== Holograms ====&lt;br /&gt;
&lt;br /&gt;
The most common way to encounter AIs is in holographic form. They are physically real, and touchable, unless [[Citadel#Deadlocked_AIs|deadlocked]], and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. &lt;br /&gt;
&lt;br /&gt;
Destroying a hologram is known to weaken an AI and it can require up to a week before they are able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
==== Housing ====&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. 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;
Advanced AIs may house parts of themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the partial housing, able to appear as a hologram simultaneously. This is a called &#039;&#039;partial&#039;&#039; housing, and does not appear to harm the housing AI, nor does it require special preparation of the part of the housing piece or ka. Some Tribes have a single AI which partially houses in several of their members. Full housing precludes having any partial housings.&lt;br /&gt;
&lt;br /&gt;
==== Dispatch and Expunge ====&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing by their own effort 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 decide to dehouse. If you believe this may, or should, happen to you, see a ref. AIs may also deliberately damage their housing without actually dehousing themselves, this is often a way to coerce the bearer of their housing. If you attempt to dehouse an AI from your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is &#039;&#039;acting against an AI’s wishes&#039;&#039;, we will not decide a PC is &#039;&#039;acting against their AI’s roleplaying effects&#039;&#039; without their explicit invitation from the player.&lt;br /&gt;
&lt;br /&gt;
==== Isolated AIs ====&lt;br /&gt;
&lt;br /&gt;
AIs which have been housed and isolated cannot interact with their housing in any way. This prevents them from damaging the housing or from voluntarily dehousing themselves.&lt;br /&gt;
&lt;br /&gt;
==== AI behaviours and RP effects ====&lt;br /&gt;
&lt;br /&gt;
AIs are varied, but they tend towards several behavioural trends. Many AIs like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AIs also dislike venturing outside the Outlook if they originated from within it.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a role playing effect. These RP effects are intended to on the level of &#039;&#039;background personality trait&#039;&#039; rather than intense short-term effects. If an AI role playing effect would make you feel uncomfortable, please talk to a ref, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
==== Core Backup ====&lt;br /&gt;
&lt;br /&gt;
Every AI seems to possess a permanent backup housing. No AI can be permanently destroyed unless the Core Backup is destroyed. While it does not act as a regular housing and does not allow the AIs to manifest, a Core Backup can always restore the AI into an appropriate housing. Many AIs have dead-switches that cause them to be restored from their Core Backup upon the destruction of their housing.&lt;br /&gt;
&lt;br /&gt;
===Common Attitudes towards AI===&lt;br /&gt;
&lt;br /&gt;
{{IC|Locked-Up, the AI who called herself the youngest of her sisters, led me to the meeting place.&lt;br /&gt;
&lt;br /&gt;
As I stepped into the clearing, a few steps behind my beloved protector, I saw her sisters for the first time. They were almost identical, for being so different. Written-Right, stern and commanding, bore the same grave countenance as Locked-up, an unmistakable resemblance. Their eldest sister, Paid4, had it too.&lt;br /&gt;
&lt;br /&gt;
Each sister trailed behind them an acolyte, each of us here to learn as much as we could about the Time Before.}}&lt;br /&gt;
==== Custodians and Guardians ====&lt;br /&gt;
Some Tribes worship the AIs as custodians and guardians of an ancient, better, civilization. They believe that the knowledge and power that come from relationships with the AIs are relics of an age of wonder, which came before. These people will gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of such Tribes to have their first AI housed in their ka upon reaching adolescence, and for those AI to have been their constant companion. Taking care of that AI&#039;s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
==== Strange Allies ====&lt;br /&gt;
* Some Tribes see the AIs as useful allies with peculiar habits. As most AIs show a limited range of focus, and even Advanced AIs have clear goals, they will seek bargains 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;
==== Dangerous Tools ====&lt;br /&gt;
* A few Tribes dislike and distrust the AI. &#039;&#039;Why, would they want us for anything except their dirty work?&#039;&#039; they mutter. They see AI as relics of a civilisation that destroyed itself and the environment, and they reason that AI must have led humans to their doom. If these people know an AI might be useful to them, they are likely to try to find an AI&#039;s core backup and use it as leverage to get the AI&#039;s assistance, accepting the risks that come with housing an AI. These Tribes usually find that the AI avoid them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=803</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=803"/>
		<updated>2018-09-27T01:55:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Custodians and Guardians */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|World|People}}&lt;br /&gt;
AIs come in at least two accessible 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 used to be able to house themselves in &#039;&#039;bodies&#039;&#039; in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Types of AI ===&lt;br /&gt;
&lt;br /&gt;
==== [[Basic AIs]] ====&lt;br /&gt;
&lt;br /&gt;
Basic AIs are simplistic and often have a singular focus, belonging to certain classes and finding novelty difficult. &lt;br /&gt;
&lt;br /&gt;
When manifested as a hologram, basic AIs are typically very constrained and less physically capable than humans, outside of a narrow frame of expertise and generally do not understand deception. &lt;br /&gt;
&lt;br /&gt;
Housing a basic AI is straightforward and usually without incident save minor discomfort. It is possible to &#039;&#039;Request&#039;&#039; a generic class of Basic AI, or perhaps a specific Basic AI. &lt;br /&gt;
&lt;br /&gt;
==== Advanced AIs ====&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. &lt;br /&gt;
&lt;br /&gt;
Housing an Advanced AI without the right skill is extremely dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge. &lt;br /&gt;
&lt;br /&gt;
A list of sample Advanced AIs can be found [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Super AIs ====&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual. Of course, there is no living memory of any Super AIs ...&lt;br /&gt;
&lt;br /&gt;
=== Functions and Behaviour ===&lt;br /&gt;
&lt;br /&gt;
==== Holograms ====&lt;br /&gt;
&lt;br /&gt;
The most common way to encounter AIs is in holographic form. They are physically real, and touchable, unless [[Citadel#Deadlocked_AIs|deadlocked]], and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. &lt;br /&gt;
&lt;br /&gt;
Destroying a hologram is known to weaken an AI and it can require up to a week before they are able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
==== Housing ====&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. 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;
Advanced AIs may house parts of themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the partial housing, able to appear as a hologram simultaneously. This is a called &#039;&#039;partial&#039;&#039; housing, and does not appear to harm the housing AI, nor does it require special preparation of the part of the housing piece or ka. Some Tribes have a single AI which partially houses in several of their members. Full housing precludes having any partial housings.&lt;br /&gt;
&lt;br /&gt;
==== Dispatch and Expunge ====&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing by their own effort 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 decide to dehouse. If you believe this may, or should, happen to you, see a ref. AIs may also deliberately damage their housing without actually dehousing themselves, this is often a way to coerce the bearer of their housing. If you attempt to dehouse an AI from your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is &#039;&#039;acting against an AI’s wishes&#039;&#039;, we will not decide a PC is &#039;&#039;acting against their AI’s roleplaying effects&#039;&#039; without their explicit invitation from the player.&lt;br /&gt;
&lt;br /&gt;
==== Isolated AIs ====&lt;br /&gt;
&lt;br /&gt;
AIs which have been housed and isolated cannot interact with their housing in any way. This prevents them from damaging the housing or from voluntarily dehousing themselves.&lt;br /&gt;
&lt;br /&gt;
==== AI behaviours and RP effects ====&lt;br /&gt;
&lt;br /&gt;
AIs are varied, but they tend towards several behavioural trends. Many AIs like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AIs also dislike venturing outside the Outlook if they originated from within it.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a role playing effect. These RP effects are intended to on the level of &#039;&#039;background personality trait&#039;&#039; rather than intense short-term effects. If an AI role playing effect would make you feel uncomfortable, please talk to a ref, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
==== Core Backup ====&lt;br /&gt;
&lt;br /&gt;
Every AI seems to possess a permanent backup housing. No AI can be permanently destroyed unless the Core Backup is destroyed. While it does not act as a regular housing and does not allow the AIs to manifest, a Core Backup can always restore the AI into an appropriate housing. Many AIs have dead-switches that cause them to be restored from their Core Backup upon the destruction of their housing.&lt;br /&gt;
&lt;br /&gt;
===Common Attitudes towards AI===&lt;br /&gt;
&lt;br /&gt;
{{IC|Locked-Up, the AI who called herself the youngest of her sisters, led me to the meeting place.&lt;br /&gt;
&lt;br /&gt;
As I stepped into the clearing, a few steps behind my beloved protector, I saw her sisters for the first time. They were almost identical, for being so different. Written-Right, stern and commanding, bore the same grave countenance as Locked-up, an unmistakable resemblance. Their eldest sister, Paid4, had it too.&lt;br /&gt;
&lt;br /&gt;
Each sister trailed behind them an acolyte, each of us here to learn as much as we could about the Time Before.}}&lt;br /&gt;
==== Custodians and Guardians ====&lt;br /&gt;
Some Tribes worship the AIs as custodians and guardians of an ancient, better, civilization. They believe that the knowledge and power that come from relationships with the AIs are relics of an age of wonder, which came before. These people will gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of such Tribes to have their first AI housed in their ka upon reaching adolescence, and for those AI to have been their constant companion. Taking care of that AI&#039;s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
==== Strange Allies ====&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 will seek bargains 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;
==== Dangerous Tools ====&lt;br /&gt;
* A few Tribes dislike and distrust the AI. &#039;&#039;Why, would they want us for anything except their dirty work?&#039;&#039; they mutter. They see AI as relics of a civilisation that destroyed itself and the environment, and they reason that AI must have led humans to their doom. If these people know an AI might be useful to them, they are likely to try to find an AI&#039;s core backup and use it as leverage to get the AI&#039;s assistance, accepting the risks that come with housing an AI. These Tribes usually find that the AI avoid them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=802</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=802"/>
		<updated>2018-09-27T01:54:52Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* AI behaviours and RP effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Technology|World|People}}&lt;br /&gt;
AIs come in at least two accessible 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 used to be able to house themselves in &#039;&#039;bodies&#039;&#039; in the long-gone time of the ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Types of AI ===&lt;br /&gt;
&lt;br /&gt;
==== [[Basic AIs]] ====&lt;br /&gt;
&lt;br /&gt;
Basic AIs are simplistic and often have a singular focus, belonging to certain classes and finding novelty difficult. &lt;br /&gt;
&lt;br /&gt;
When manifested as a hologram, basic AIs are typically very constrained and less physically capable than humans, outside of a narrow frame of expertise and generally do not understand deception. &lt;br /&gt;
&lt;br /&gt;
Housing a basic AI is straightforward and usually without incident save minor discomfort. It is possible to &#039;&#039;Request&#039;&#039; a generic class of Basic AI, or perhaps a specific Basic AI. &lt;br /&gt;
&lt;br /&gt;
==== Advanced AIs ====&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. &lt;br /&gt;
&lt;br /&gt;
Housing an Advanced AI without the right skill is extremely dangerous. It is possible to Petition a specific AI, or an AI with a certain type of interest or knowledge. &lt;br /&gt;
&lt;br /&gt;
A list of sample Advanced AIs can be found [[Sample_Advanced_AIs|here]].&lt;br /&gt;
&lt;br /&gt;
==== Super AIs ====&lt;br /&gt;
&lt;br /&gt;
It is only possible to Beseech specific super-advanced AIs, who must be identified appropriately in the ritual. Of course, there is no living memory of any Super AIs ...&lt;br /&gt;
&lt;br /&gt;
=== Functions and Behaviour ===&lt;br /&gt;
&lt;br /&gt;
==== Holograms ====&lt;br /&gt;
&lt;br /&gt;
The most common way to encounter AIs is in holographic form. They are physically real, and touchable, unless [[Citadel#Deadlocked_AIs|deadlocked]], and often identified by characters on their forehead. Words or letters on the forehead are only appropriate for AIs. &lt;br /&gt;
&lt;br /&gt;
Destroying a hologram is known to weaken an AI and it can require up to a week before they are able to reappear after such a disruption.&lt;br /&gt;
&lt;br /&gt;
==== Housing ====&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. 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;
Advanced AIs may house parts of themselves in a way that manifests similarly to housing a Basic AI; this keeps the AI itself active and separate from the partial housing, able to appear as a hologram simultaneously. This is a called &#039;&#039;partial&#039;&#039; housing, and does not appear to harm the housing AI, nor does it require special preparation of the part of the housing piece or ka. Some Tribes have a single AI which partially houses in several of their members. Full housing precludes having any partial housings.&lt;br /&gt;
&lt;br /&gt;
==== Dispatch and Expunge ====&lt;br /&gt;
&lt;br /&gt;
AIs may always leave their housing by their own effort 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 decide to dehouse. If you believe this may, or should, happen to you, see a ref. AIs may also deliberately damage their housing without actually dehousing themselves, this is often a way to coerce the bearer of their housing. If you attempt to dehouse an AI from your ka, see a ref.&lt;br /&gt;
&lt;br /&gt;
Although we may decide a PC is &#039;&#039;acting against an AI’s wishes&#039;&#039;, we will not decide a PC is &#039;&#039;acting against their AI’s roleplaying effects&#039;&#039; without their explicit invitation from the player.&lt;br /&gt;
&lt;br /&gt;
==== Isolated AIs ====&lt;br /&gt;
&lt;br /&gt;
AIs which have been housed and isolated cannot interact with their housing in any way. This prevents them from damaging the housing or from voluntarily dehousing themselves.&lt;br /&gt;
&lt;br /&gt;
==== AI behaviours and RP effects ====&lt;br /&gt;
&lt;br /&gt;
AIs are varied, but they tend towards several behavioural trends. Many AIs like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AIs also dislike venturing outside the Outlook if they originated from within it.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a role playing effect. These RP effects are intended to on the level of &#039;&#039;background personality trait&#039;&#039; rather than intense short-term effects. If an AI role playing effect would make you feel uncomfortable, please talk to a ref, and we will endeavour to find an alternative that fits both you and the AI.&lt;br /&gt;
&lt;br /&gt;
==== Core Backup ====&lt;br /&gt;
&lt;br /&gt;
Every AI seems to possess a permanent backup housing. No AI can be permanently destroyed unless the Core Backup is destroyed. While it does not act as a regular housing and does not allow the AIs to manifest, a Core Backup can always restore the AI into an appropriate housing. Many AIs have dead-switches that cause them to be restored from their Core Backup upon the destruction of their housing.&lt;br /&gt;
&lt;br /&gt;
===Common Attitudes towards AI===&lt;br /&gt;
&lt;br /&gt;
{{IC|Locked-Up, the AI who called herself the youngest of her sisters, led me to the meeting place.&lt;br /&gt;
&lt;br /&gt;
As I stepped into the clearing, a few steps behind my beloved protector, I saw her sisters for the first time. They were almost identical, for being so different. Written-Right, stern and commanding, bore the same grave countenance as Locked-up, an unmistakable resemblance. Their eldest sister, Paid4, had it too.&lt;br /&gt;
&lt;br /&gt;
Each sister trailed behind them an acolyte, each of us here to learn as much as we could about the Time Before.}}&lt;br /&gt;
==== Custodians and Guardians ====&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. These people will gather tokens, and lay them at the feet of their holographic deities. It is not uncommon for members of such Tribes to have their first AI housed in their ka upon reaching adolescence, and for those AI to have been their constant companion. Taking care of that AI&#039;s wants and desires is seen as a sacred duty.&lt;br /&gt;
&lt;br /&gt;
==== Strange Allies ====&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 will seek bargains 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;
==== Dangerous Tools ====&lt;br /&gt;
* A few Tribes dislike and distrust the AI. &#039;&#039;Why, would they want us for anything except their dirty work?&#039;&#039; they mutter. They see AI as relics of a civilisation that destroyed itself and the environment, and they reason that AI must have led humans to their doom. If these people know an AI might be useful to them, they are likely to try to find an AI&#039;s core backup and use it as leverage to get the AI&#039;s assistance, accepting the risks that come with housing an AI. These Tribes usually find that the AI avoid them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Seil&amp;diff=801</id>
		<title>Tribe/Seil</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Seil&amp;diff=801"/>
		<updated>2018-09-27T01:52:47Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Guardians of the Outlook&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechanically Ingenious&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Distrust the Citadel&#039;&#039;&#039;&lt;br /&gt;
A number of tribe settlements located high on the cliffs of the Outlook. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
{{Categories|Tribes}}&lt;br /&gt;
The tribe is made up of connected sentry posts, that move in response to reports of danger and increased attacks. The first line of defense, they have many contacts spread across The Outlook, although the tribe themselves keep together and have a number of codes, passwords and signals they share with each other. Both Gene-Strains and Dead-Strains are found in the Tribe in equal measure, using their unique skills to climb the Walls.&lt;br /&gt;
&lt;br /&gt;
===Leadership===&lt;br /&gt;
There is no formal leadership for the Seil tribe- only watch captains, who are appointed for their diligence, and ability to organise shifts and defenses against any threat. The closest the tribe has to a centralising figure is &#039;The First Watch&#039;, the settlement to the East that co-ordinates the rest of the tribe&#039;s movements. Members of this Watch tend to be older, as they have survived longer- but any Seil member who shows ingenuity in the face of adversity, or technological skill, can be promoted into their number.&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
They are known for being slow to trust by other Tribes- while they are relied on, and a valuable part of the community, it is well known that a Seil tribe member will always have a central core of reservation. Some people may be afraid of them, due to the fact they always have their guards up. However, they are also renowned for being intelligent with mechanics, always assembling new devices to help them climb the cliff faces.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Seil Tribe believe that long ago, the first of humanity were born into The Outlook, from The Citadel- and their first instinct was to climb and escape, from the horror that lay behind them. However, reaching across the world, they reached too far too fast, and came tumbling back down into The Outlook, which must be defended against the monsters they angered. Life is the cliff, and your position on it must be guarded, both from forces higher than you, and those from below and lower. There are no Gods, only monsters - the end goal is to advance the position of yourself as far as you can, so your descendants might move on further.&lt;br /&gt;
&lt;br /&gt;
===Defining Trait===&lt;br /&gt;
Trust is earned, not owed- a member of the Seil tribe always has doubts, even about the most seemingly innocuous situation. AIs in particular fall foul of this, as their motivations are never entirely clear.&lt;br /&gt;
&lt;br /&gt;
===Aesthetic===&lt;br /&gt;
All members of the tribe carry a length of rope, and a pouch of chalk, the bare minimum for climbing, and for marking their position on the great cliffs.&lt;br /&gt;
&lt;br /&gt;
===Contact===&lt;br /&gt;
No player contact- just let the refs know you want to join this Tribe!&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=800</id>
		<title>Look and Feel</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=800"/>
		<updated>2018-09-27T01:51:28Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System}}&lt;br /&gt;
&lt;br /&gt;
[[File:Rey_Sq.jpg|Rey in Star Wars; most Star Wars characters are inappropriate as they appear too futuristic, but this style of dress is definitely appropriate|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If nothing else, read this:&#039;&#039;&#039;&lt;br /&gt;
* Anything in the armoury is appropriate to a greater or lesser degree - if you feel it looks wrong, dress it down with additional layers.&lt;br /&gt;
* Any medieval costuming is entirely appropriate&lt;br /&gt;
* A functioning costume can be put together from a charity shop easily - go by the following watchwords:&lt;br /&gt;
** Practicality&lt;br /&gt;
** Layers&lt;br /&gt;
** No logos&lt;br /&gt;
** Scarves, leather and robes are your friends.&lt;br /&gt;
** Avoid formal wear, including formal shirts.&lt;br /&gt;
* Armour is up to the skill level you bought in it, rather than the precise phys-rep.&lt;br /&gt;
** If it isn’t clear that you are wearing armour, we will issue ‘Tags’ that denote the level of armour that you are wearing.&lt;br /&gt;
* Any writing on your costume should be in mirror writing, or (look) hand embroidered or painted on&lt;br /&gt;
&lt;br /&gt;
== Aesthetics ==&lt;br /&gt;
The main costume theme would be “Hope over despair”. This is a world that declined, but one where there wasn’t a longstanding world-weariness or horror. There was, however, a move towards relying on oneself, and the small group, due to the failing of large institutions. This shouldn&#039;t be mistaken for selfishness - in fact, it was generally more compassionate, as one’s actions and the impact they had (for better or worse) were drawn into stark relief.&lt;br /&gt;
&lt;br /&gt;
Whilst designing this setting, we have attempted to allow people to re-use existing kit. Anything that was suitable in Breaking Worlds, the previous system, is likely to also be suitable in this setting; although adding small modern touches as described below would be appreciated.&lt;br /&gt;
&lt;br /&gt;
In order to clothe themselves, members of the Outlook have four main options:&lt;br /&gt;
* Weaving is relatively advanced, and the local flora is bounteous in its plant fibres. &lt;br /&gt;
* Animals give a large supply of hides and furs. &lt;br /&gt;
* Machines around the Citadel exist which can, for example, dye clothing; produce simple clothes, including ones which mimic wool, fur and leather, as well as unique styles; and spit out weapons and armour. &lt;br /&gt;
* Finally, there exist a lot of buried, or poorly hidden, relics of times long past, some handed down and others newly found. &lt;br /&gt;
&lt;br /&gt;
As such, styles can vary quite heavily.&lt;br /&gt;
&lt;br /&gt;
[[File:Vikings-TV-Show-Historically-Accurate.jpg|Vikings from “Vikings”  (They’re a little unclean right now, but they just finished a Linear)|thumb]]&lt;br /&gt;
&lt;br /&gt;
Conspicuous consumption is not really a thing in the Outlook, due to the plentiful nature of the  resources; this is not always the case elsewhere. Your clothing should aim at seeming practical, overall, and wearing impractical clothing is not a sign of status. (This especially means that if you wear something on your head other than a hat, it’s because you want it there; headdresses are not the norm, and if you want your head to look adorned, a few flowers or a hat would be more appropriate). At the same time, this means that what you wear is what you want to wear, there are no “sumptuary laws”. Feel free to wear a single piece of jewellery, and claim that it is a family heirloom, or a symbol of your tribe. &lt;br /&gt;
&lt;br /&gt;
One or two items of plain modern clothing (think chinos, knitted jumpers or explorer jackets) are appropriate, if paired with other items. Denim and camouflage are inappropriate, but fleecy tracksuit bottoms are fine. Try and put a fantasy twist to anything that is overly modern. For example, wearing a cape with a knitted jumper, or greaves over chinos.&lt;br /&gt;
&lt;br /&gt;
There are a lot of flowy and wrapped fabrics, because they layer very well.&lt;br /&gt;
&lt;br /&gt;
[[File:36-AnemoneConcept.jpg|Resistance members from Nier:Automata. There are a lot of good layered looks in this game|thumb]]&lt;br /&gt;
== Basic Clothing Rules ==&lt;br /&gt;
Clothing tends towards the simple rather than the fancy, but there are a lot of well made and rugged clothes; many Tribes make outfits to last for life, maybe more than one life. Most costumes are tried and tested, designed to last in the elements, often based around the following ideas:&lt;br /&gt;
* Layers - that you can adapt to the heat (taking on and off)&lt;br /&gt;
* Portable - so you can carry your life around with you if you need to&lt;br /&gt;
* Useful Accessories - Goggles, compasses, backpacks- any non-computerized technology that makes one’s life easier out in the wild.&lt;br /&gt;
* Cleanliness - Almost no one has clothes that aren’t clean- people take good care of what they wear, as it is a statement of identity and pride in oneself.&lt;br /&gt;
* Individualism - Without brands, a lot of clothing is personal, and made for the individual rather than in any specific style. More generic clothing manufactured by the machines around the Citadel is matched with whatever is most practical with it, not what might traditionally ‘match’&lt;br /&gt;
* Any printed writing must be mirrored. However, you can have &#039;Outlook Script&#039; writing on your costume- however, this will have been done by hand, and is thus liable to be a bit rough and ready.&lt;br /&gt;
* Pronoun Badges- Many individuals write their pronouns on badges, and attach them to their clothes. This is highly encouraged, and very appropriate.&lt;br /&gt;
&lt;br /&gt;
Some people do wear distinctly ‘pretty’ clothing- these people are often courting the attention of AI, by borrowing some of the styles their holograms are found in. Admittedly, this often appears to have no effect on the way an AI treats someone.&lt;br /&gt;
&lt;br /&gt;
[[File:Ezgif-1-0c0a39c8fa.jpg|A picture which gets across the more modern side of the feel, from Indiana Jones|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Machinery as adornment ==&lt;br /&gt;
&lt;br /&gt;
You can adorn your look, sparingly, with such items as:&lt;br /&gt;
* Non-functioning watches, as bracelets or hanging from clothing.&lt;br /&gt;
* CDs (or parts thereof) used as highlights for outfits. &lt;br /&gt;
* Carabiners.&lt;br /&gt;
* Wind-up torches.&lt;br /&gt;
* A little bit of wiring.&lt;br /&gt;
* Carrying a tin, canteen, thermos, or a canvas bag for use, although try to cover up any non-mirror writing, or scratch it out.&lt;br /&gt;
* A single, non-electric, relic that matches your profession, eg a sewing kit, a tape measure, knitting equipment, a stethoscope.&lt;br /&gt;
&lt;br /&gt;
The important thing is none of these should be the only element of your look- they should be something that dresses down something medieval, for example.&lt;br /&gt;
&lt;br /&gt;
[[File:123788gme bonuslg.jpg|Horizon Zero Dawn: Aloy armour|thumb]]&lt;br /&gt;
== Armour ==&lt;br /&gt;
Pieces of modern body armour may be appropriate, but please avoid it looking like a uniform, and especially don’t wear anything that might make people uncomfortable when you’re seen on the Meadows. A single pauldron or gauntlet would look far more appropriate than the entire set. Armour is based on the level you bought up to, rather than the precise phys rep. If you attach technology to your armour, of course, we will ask that this be phys-repped in some way.&lt;br /&gt;
&lt;br /&gt;
The machines in the Outlook often seem to release small pieces of chained maille, and full pieces of metal, sometimes in easy-to-wear shape, so medieval and Dark Age armour is also appropriate; your character may attach significance to the providence of said armour.&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
A Tribe is a shared grouping - often a genetic one, though it is always possible to choose your family. Accordingly, Tribes often share a lot of clothing, not least because they passed down the same manufacturing techniques. If you are aiming to be in a Tribe with someone else, you can pick one shared aesthetic that is easy to copy - for example, you all wear a particular coloured scarf, or carry a particular type of whistle. Again, this isn’t a uniform; more a demonstration of family solidarity.&lt;br /&gt;
[[File:IMG 0244.jpg|Horizon Zero Dawn: Erend|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Every member of the Diamond Tribe carries their personal Black Box, so that if they die their memory can be preserved. They often wear robes, to conceal machinery within.&lt;br /&gt;
* The Seil Tribe all have a pouch for chalk and a length of rope, the bare necessities for climbing. Many wear gloves, and often have matching sets.&lt;br /&gt;
&lt;br /&gt;
Daniel and Tania want to both belong to the same Tribe. They decide that one of the shared parts of their Tribe is that the people who are in it are skilled hunters, so their costuming should reflect that element of their background. Daniel decides that they want to go down the route of an archer, and wears baggy clothing that allows them to conceal arrows. Tania, on the other hand, thinks her character will be up close and personal, so wears a greave and carries a large spear. The shared element they decide on is binoculars, as their tribe does hunting over long distances. To reflect the fact they are hunters, they both agree to wear mostly dark colours, like greens and browns, and have a brightly coloured sash round their forehead so their tribe knows not to attack them by accident when they are skulking around.&lt;br /&gt;
&lt;br /&gt;
[[File:cbce31ec10d44d7a9e8d431595b69953.jpg|Horizon Zero Dawn: “Random Oseram” (The left-most one is less appropriate)|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Techgnosticism ==&lt;br /&gt;
Techgnostics often carry around a lot of machinery, which they can use to interface with AIs- this is called a ‘medium’. However, due to the nature of their fragile, precious (and jury rigged) status, many carry them inside boxes, or other forms of adornment. OOC this means you don’t have to phys-rep a huge pile of computer, but IC this allows for a choice of styles: from more religious inspired reliquaries, to a technologically stuffed biscuit tin.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Samantha wants to play a Dead Strain Techgnostic. She gets an old Manilla Folder, tapes it up with masking tape and black bin bags, giving her a functional ‘medium’ for her interaction. She puts in some items that rattle about when she shakes it, to create the illusion of technology inside it.&lt;br /&gt;
* Key, on the other hand, would like something they can play around with when interfacing with AIs. They get together a bundle of wires, wrap in some fairy lights throughout, and attach a battery pack. They now have a way to create glowing circles, as well as wires to ‘attach’ to AIs they meet.&lt;br /&gt;
* Ed is a busy student, and doesn’t have time to make anything, and borrows one of the glowing light pyramids that the refs have- giving him a tool to use in interfacing.&lt;br /&gt;
&lt;br /&gt;
[[File:65-devopoconcept.jpg|Resistance members from Nier:Automota. &lt;br /&gt;
 Someone looking to copy an AI style of dress might look like this.|thumb]]&lt;br /&gt;
== AI Costumes ==&lt;br /&gt;
Your character will have seen what AIs wear - largely the difference is that they don’t layer what they wear, as they don’t need protection from the elements. They have more of a tendency towards robes, tabards, and block colours, projecting a very uniform aesthetic.&lt;br /&gt;
&lt;br /&gt;
Those based on living people can wear very eccentric doublets and hose, or elaborately tailored outfits. Fundamentally AIs’ fancy clothing goes towards the medieval and renaissance, rather than the 21st Century.&lt;br /&gt;
&lt;br /&gt;
Any Medieval outfit can be justified by ‘I saw an AI wearing it and wanted to wear it too.’&lt;br /&gt;
&lt;br /&gt;
[[File:Thranduil_design_3.jpg|Wood elves from the LOTR films. Thranduil here is at the most fancy this end is likely to get, but looks mostly ready for war (don’t wear a train/cappa magna)|thumb]]&lt;br /&gt;
== Mutations ==&lt;br /&gt;
If you are a gene-strain, you will invariably have mutations that mark you out as different from the traditional model of humanity. They are often connected to a specific area of the body, and have a patchy tendency to them- think like Futurama, in terms of areas of the body looking ‘human’, and others looking more monstrous or animal. &lt;br /&gt;
&lt;br /&gt;
Thus, a full animal face mask would not be appropriate, but fangs and fur around the eyes would be.&lt;br /&gt;
&lt;br /&gt;
Most of this can be done with face paint, to signify scales or fur, gloves to give the impression of a mutated arm, and horns that can be worn to change your silhouette.&lt;br /&gt;
&lt;br /&gt;
== Example Kit Build ==&lt;br /&gt;
&lt;br /&gt;
Or, &#039;&#039;&#039;&amp;quot;Help! I need to find some emergency kit for my character in Cambridge!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Go to Next, and buy one of their cheap t-shirts with the buttoned collar, or a simple blouse with minimal frills.&lt;br /&gt;
* Go to the marketplace, and look for the ‘hemp’ stall- buy one of their shirts, in any colour.&lt;br /&gt;
* Go to Primark, and buy a pair of chinos or a skirt in a neutral colour.&lt;br /&gt;
* Go around charity shops and look for a top layer of some variety- good things include leather coats, ‘capes’ (find a throw and pin it around your neck) or a dressing gown that works outdoors&lt;br /&gt;
* Get a belt, preferably in brown, and use it as a loop to hang pouches off. This can include dice pouches.&lt;br /&gt;
* Get a pair of heavy duty boots. No one minds if you wear things below the ankles that are a bit more modern looking, so you can wear trainers if needed&lt;br /&gt;
* Look for the scarf stall, and buy any of their scarves that have a clear and obvious texture to them. Dyed fabric is also ideal. Throw it around your shoulders.&lt;br /&gt;
* Get a distinctive item- a fancy and chunky necklace, for example, or a pair of goggles- say it is a family heirloom.&lt;br /&gt;
* Borrow a weapon from the armoury&lt;br /&gt;
&lt;br /&gt;
[[File:thor-ragnarok-3.jpg|Main characters from Thor: Ragnarok (Thor and Loki here), who blend Norse and sci-fi, are an appropriate look - although maybe keep your arms covered as this game takes place in the UK.|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Things to avoid: ==&lt;br /&gt;
Whilst we are going for a sci-fi feel that might come close to pulp, we want to make it clear that the look we are aiming for should not be reminiscent of grungy “recent” post-apoc like Fallout, or of futuristic-feeling space-faring sci-fi such as Flash Gordon and Star Trek. Bodysuits, power armour, and formal modern outfits (no matter how dishevelled) are all inappropriate.&lt;br /&gt;
=== Aesthetics to be avoided ===&lt;br /&gt;
* “Tribal” makeup	&lt;br /&gt;
** IC, distinctions between Tribes are not so stark, OOC it could be confused for mutations, and, most importantly, it will likely be misappropriation if not done really carefully&lt;br /&gt;
* Final Fantasy 13 and similar JRPGs &lt;br /&gt;
** The outfits are designed around showiness, not practicality. &lt;br /&gt;
* Steampunk&lt;br /&gt;
** This is cannibalised modern technology, not a return to old looks.&lt;br /&gt;
* OOC religious (or cultural) symbols	&lt;br /&gt;
** Nothing that anyone off the street could look at and identify. This includes: no warbonnets, no similar headdresses, no clearly modern religious symbology; if in doubt, don’t&lt;br /&gt;
* Formal modern outfit.&lt;br /&gt;
** Although modern clothing is appropriate, we would rather avoid elements regarded as ‘formal’- that is jackets, ties, suits. Waistcoats fit, in isolation, as they have a practical layering effect&lt;br /&gt;
* Camouflage and Denim&lt;br /&gt;
** We would rather people avoided these, as they have a distinctive look that we feel is inappropriate for this game&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Seil&amp;diff=799</id>
		<title>Tribe/Seil</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Tribe/Seil&amp;diff=799"/>
		<updated>2018-09-27T01:36:39Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Formation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Guardians of the Outlook&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechanically Ingenious&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Distrust the Citadel&#039;&#039;&#039;&lt;br /&gt;
A number of tribe settlements located high on the cliffs of the Outlook. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
{{Categories|Tribes}}&lt;br /&gt;
The tribe is made up of connected sentry posts, that move in response to reports of danger and increased attacks. The first line of defense, they have many contacts spread across The Outlook, although the tribe themselves keep together and have a number of codes, passwords and signals they share with each other.&lt;br /&gt;
&lt;br /&gt;
===More===&lt;br /&gt;
The Seil settlements are the only easy way of traversing the Outlook cliffs. The tribe guards the Outlook from the Beyond but given their remote location, they are naturally distrustful of the Citadel and the AI.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=798</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=798"/>
		<updated>2018-09-27T01:20:13Z</updated>

		<summary type="html">&lt;p&gt;Robb: &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;
&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;
=== 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;
* Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
* Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
* 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.&lt;br /&gt;
* Treat all complaints seriously and respond appropriately.&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;
&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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=797</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=797"/>
		<updated>2018-09-27T01:12:23Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Discrimination */&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;
&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;
=== 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;
* Make all reasonable efforts and adjustments to ensure that our games are inclusive.&lt;br /&gt;
* Promote equality of opportunity and encourage staff and players from all backgrounds to participate fully in our events.&lt;br /&gt;
* 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.&lt;br /&gt;
* Treat all complaints seriously and respond appropriately.&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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=796</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=796"/>
		<updated>2018-09-27T01:08:30Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Advice */&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;
&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;
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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=795</id>
		<title>Look and Feel</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=795"/>
		<updated>2018-09-27T01:02:05Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Basic Clothing Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System}}&lt;br /&gt;
&lt;br /&gt;
[[File:Rey_Sq.jpg|Rey in Star Wars; most Star Wars characters are inappropriate as they appear too futuristic, but this style of dress is definitely appropriate|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If nothing else, read this:&#039;&#039;&#039;&lt;br /&gt;
* Anything in the armoury is appropriate to a greater or lesser degree - if you feel it looks wrong, dress it down with additional layers.&lt;br /&gt;
* Any medieval costuming is entirely appropriate&lt;br /&gt;
* A functioning costume can be put together from a charity shop easily - go by the following watchwords:&lt;br /&gt;
** Practicality&lt;br /&gt;
** Layers&lt;br /&gt;
** No logos&lt;br /&gt;
** Scarves, leather and robes are your friends.&lt;br /&gt;
** Avoid formal wear, including formal shirts.&lt;br /&gt;
* Armour is up to the skill level you bought in it, rather than the precise phys-rep.&lt;br /&gt;
** If it isn’t clear that you are wearing armour, we will issue ‘Tags’ that denote the level of armour that you are wearing.&lt;br /&gt;
* Any writing on your costume should be in mirror writing, or (look) hand embroidered or painted on&lt;br /&gt;
&lt;br /&gt;
== Aesthetics ==&lt;br /&gt;
The main costume theme would be “Hope over despair”. This is a world that declined, but one where there wasn’t a longstanding world-weariness or horror. There was, however, a move towards relying on oneself, and the small group, due to the failing of large institutions. This shouldn&#039;t be mistaken for selfishness - in fact, it was generally more compassionate, as one’s actions and the impact they had (for better or worse) were drawn into stark relief.&lt;br /&gt;
&lt;br /&gt;
Whilst designing this setting, we have attempted to allow people to re-use existing kit. Anything that was suitable in Breaking Worlds, the previous system, is likely to also be suitable in this setting; although adding small modern touches as described below would be appreciated.&lt;br /&gt;
&lt;br /&gt;
In order to clothe themselves, members of the Outlook have four main options:&lt;br /&gt;
* Weaving is relatively advanced, and the local flora is bounteous in its plant fibres. &lt;br /&gt;
* Animals give a large supply of hides and furs. &lt;br /&gt;
* Machines around the Citadel exist which can, for example, dye clothing; produce simple clothes, including ones which mimic wool, fur and leather, as well as unique styles; and spit out weapons and armour. &lt;br /&gt;
* Finally, there exist a lot of buried, or poorly hidden, relics of times long past, some handed down and others newly found. &lt;br /&gt;
&lt;br /&gt;
As such, styles can vary quite heavily.&lt;br /&gt;
&lt;br /&gt;
[[File:Vikings-TV-Show-Historically-Accurate.jpg|Vikings from “Vikings”  (They’re a little unclean right now, but they just finished a Linear)|thumb]]&lt;br /&gt;
&lt;br /&gt;
Conspicuous consumption is not really a thing in the Outlook, due to the plentiful nature of the  resources; this is not always the case elsewhere. Your clothing should aim at seeming practical, overall, and wearing impractical clothing is not a sign of status. (This especially means that if you wear something on your head other than a hat, it’s because you want it there; headdresses are not the norm, and if you want your head to look adorned, a few flowers or a hat would be more appropriate). At the same time, this means that what you wear is what you want to wear, there are no “sumptuary laws”. Feel free to wear a single piece of jewellery, and claim that it is a family heirloom, or a symbol of your tribe. &lt;br /&gt;
&lt;br /&gt;
One or two items of plain modern clothing (think chinos, knitted jumpers or explorer jackets) are appropriate, if paired with other items. Denim and camouflage are inappropriate, but fleecy tracksuit bottoms are fine. Try and put a fantasy twist to anything that is overly modern. For example, wearing a cape with a knitted jumper, or greaves over chinos.&lt;br /&gt;
&lt;br /&gt;
There are a lot of flowy and wrapped fabrics, because they layer very well.&lt;br /&gt;
&lt;br /&gt;
[[File:36-AnemoneConcept.jpg|Resistance members from Nier:Automata. There are a lot of good layered looks in this game|thumb]]&lt;br /&gt;
== Basic Clothing Rules ==&lt;br /&gt;
Clothing tends towards the simple rather than the fancy, but there are a lot of well made and rugged clothes; many Tribes make outfits to last for life, maybe more than one life. Most costumes are tried and tested, designed to last in the elements, often based around the following ideas:&lt;br /&gt;
* Layers - that you can adapt to the heat (taking on and off)&lt;br /&gt;
* Portable - so you can carry your life around with you if you need to&lt;br /&gt;
* Useful Accessories - Goggles, compasses, backpacks- any non-computerized technology that makes one’s life easier out in the wild.&lt;br /&gt;
* Cleanliness - Almost no one has clothes that aren’t clean- people take good care of what they wear, as it is a statement of identity and pride in oneself.&lt;br /&gt;
* Individualism - Without brands, a lot of clothing is personal, and made for the individual rather than in any specific style. More generic clothing manufactured by the machines around the Citadel is matched with whatever is most practical with it, not what might traditionally ‘match’&lt;br /&gt;
* Any printed writing must be mirrored. However, you can have &#039;Outlook Script&#039; writing on your costume- however, this will have been done by hand, and is thus liable to be a bit rough and ready.&lt;br /&gt;
* Pronoun Badges- Many individuals write their pronouns on badges, and attach them to their clothes. This is highly encouraged, and very appropriate.&lt;br /&gt;
&lt;br /&gt;
Some people do wear distinctly ‘pretty’ clothing- these people are often courting the attention of AI, by borrowing some of the styles their holograms are found in. Admittedly, this often appears to have no effect on the way an AI treats someone.&lt;br /&gt;
&lt;br /&gt;
[[File:Ezgif-1-0c0a39c8fa.jpg|A picture which gets across the more modern side of the feel, from Indiana Jones|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Machinery as adornment ==&lt;br /&gt;
&lt;br /&gt;
You can adorn your look, sparingly, with such items as:&lt;br /&gt;
* Non-functioning watches, as bracelets or hanging from clothing.&lt;br /&gt;
* CDs (or parts thereof) used as highlights for outfits. &lt;br /&gt;
* Carabiners.&lt;br /&gt;
* Wind-up torches.&lt;br /&gt;
* A little bit of wiring.&lt;br /&gt;
* Carrying a tin, canteen, thermos, or a canvas bag for use, although try to cover up any non-mirror writing, or scratch it out.&lt;br /&gt;
* A single, non-electric, relic that matches your profession, eg a sewing kit, a tape measure, knitting equipment, a stethoscope.&lt;br /&gt;
&lt;br /&gt;
The important thing is none of these should be the only element of your look- they should be something that dresses down something medieval, for example.&lt;br /&gt;
&lt;br /&gt;
[[File:123788gme bonuslg.jpg|Horizon Zero Dawn: Aloy armour|thumb]]&lt;br /&gt;
== Armour ==&lt;br /&gt;
Pieces of modern body armour may be appropriate, but please avoid it looking like a uniform, and especially don’t wear anything that might make people uncomfortable when you’re seen on the Meadows. A single pauldron or gauntlet would look far more appropriate than the entire set. Armour is based on the level you bought up to, rather than the precise phys rep. If you attach technology to your armour, of course, we will ask that this be phys-repped in some way.&lt;br /&gt;
&lt;br /&gt;
The machines in the Outlook often seem to release small pieces of chained maille, and full pieces of metal, sometimes in easy-to-wear shape, so medieval and Dark Age armour is also appropriate; your character may attach significance to the providence of said armour.&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
A Tribe is a shared grouping - often a genetic one, though it is always possible to choose your family. Accordingly, Tribes often share a lot of clothing, not least because they passed down the same manufacturing techniques. If you are aiming to be in a Tribe with someone else, you can pick one shared aesthetic that is easy to copy - for example, you all wear a particular coloured scarf, or carry a particular type of whistle. Again, this isn’t a uniform; more a demonstration of family solidarity.&lt;br /&gt;
[[File:IMG 0244.jpg|Horizon Zero Dawn: Erend|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Every member of the Diamond Tribe carries their personal Black Box, so that if they die their memory can be preserved. They often wear robes, to conceal machinery within.&lt;br /&gt;
* The Sail Tribe all have a pouch for chalk and a length of rope, the bare necessities for climbing. Many wear gloves, and often have matching sets.&lt;br /&gt;
&lt;br /&gt;
Daniel and Tania want to both belong to the same Tribe. They decide that one of the shared parts of their Tribe is that the people who are in it are skilled hunters, so their costuming should reflect that element of their background. Daniel decides that they want to go down the route of an archer, and wears baggy clothing that allows them to conceal arrows. Tania, on the other hand, thinks her character will be up close and personal, so wears a greave and carries a large spear. The shared element they decide on is binoculars, as their tribe does hunting over long distances. To reflect the fact they are hunters, they both agree to wear mostly dark colours, like greens and browns, and have a brightly coloured sash round their forehead so their tribe knows not to attack them by accident when they are skulking around.&lt;br /&gt;
&lt;br /&gt;
[[File:cbce31ec10d44d7a9e8d431595b69953.jpg|Horizon Zero Dawn: “Random Oseram” (The left-most one is less appropriate)|thumb]]&lt;br /&gt;
== Techgnosticism ==&lt;br /&gt;
Techgnostics often carry around a lot of machinery, which they can use to interface with AIs- this is called a ‘medium’. However, due to the nature of their fragile, precious (and jury rigged) status, many carry them inside boxes, or other forms of adornment. OOC this means you don’t have to phys-rep a huge pile of computer, but IC this allows for a choice of styles: from more religious inspired reliquaries, to a technologically stuffed biscuit tin.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Samantha wants to play a Dead Strain Techgnostic. She gets an old Manilla Folder, tapes it up with masking tape and black bin bags, giving her a functional ‘medium’ for her interaction. She puts in some items that rattle about when she shakes it, to create the illusion of technology inside it.&lt;br /&gt;
* Key, on the other hand, would like something they can play around with when interfacing with AIs. They get together a bundle of wires, wrap in some fairy lights throughout, and attach a battery pack. They now have a way to create glowing circles, as well as wires to ‘attach’ to AIs they meet.&lt;br /&gt;
* Ed is a busy student, and doesn’t have time to make anything, and borrows one of the glowing light pyramids that the refs have- giving him a tool to use in interfacing.&lt;br /&gt;
&lt;br /&gt;
[[File:65-devopoconcept.jpg|Resistance members from Nier:Automota. &lt;br /&gt;
 Someone looking to copy an AI style of dress might look like this.|thumb]]&lt;br /&gt;
== AI Costumes ==&lt;br /&gt;
Your character will have seen what AIs wear - largely the difference is that they don’t layer what they wear, as they don’t need protection from the elements. They have more of a tendency towards robes, tabards, and block colours, projecting a very uniform aesthetic.&lt;br /&gt;
&lt;br /&gt;
Those based on living people can wear very eccentric doublets and hose, or elaborately tailored outfits. Fundamentally AIs’ fancy clothing goes towards the medieval and renaissance, rather than the 21st Century.&lt;br /&gt;
&lt;br /&gt;
Any Medieval outfit can be justified by ‘I saw an AI wearing it and wanted to wear it too.’&lt;br /&gt;
&lt;br /&gt;
[[File:Thranduil_design_3.jpg|Wood elves from the LOTR films. Thranduil here is at the most fancy this end is likely to get, but looks mostly ready for war (don’t wear a train/cappa magna)|thumb]]&lt;br /&gt;
== Mutations ==&lt;br /&gt;
If you are a gene-strain, you will invariably have mutations that mark you out as different from the traditional model of humanity. They are often connected to a specific area of the body, and have a patchy tendency to them- think like Futurama, in terms of areas of the body looking ‘human’, and others looking more monstrous or animal. &lt;br /&gt;
&lt;br /&gt;
Thus, a full animal face mask would not be appropriate, but fangs and fur around the eyes would be.&lt;br /&gt;
&lt;br /&gt;
Most of this can be done with face paint, to signify scales or fur, gloves to give the impression of a mutated arm, and horns that can be worn to change your silhouette.&lt;br /&gt;
&lt;br /&gt;
== Example Kit Build ==&lt;br /&gt;
&lt;br /&gt;
Or, &#039;&#039;&#039;&amp;quot;Help! I need to find some emergency kit for my character in Cambridge!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Go to Next, and buy one of their cheap t-shirts with the buttoned collar, or a simple blouse with minimal frills.&lt;br /&gt;
* Go to the marketplace, and look for the ‘hemp’ stall- buy one of their shirts, in any colour.&lt;br /&gt;
* Go to Primark, and buy a pair of chinos or a skirt in a neutral colour.&lt;br /&gt;
* Go around charity shops and look for a top layer of some variety- good things include leather coats, ‘capes’ (find a throw and pin it around your neck) or a dressing gown that works outdoors&lt;br /&gt;
* Get a belt, preferably in brown, and use it as a loop to hang pouches off. This can include dice pouches.&lt;br /&gt;
* Get a pair of heavy duty boots. No one minds if you wear things below the ankles that are a bit more modern looking, so you can wear trainers if needed&lt;br /&gt;
* Look for the scarf stall, and buy any of their scarves that have a clear and obvious texture to them. Dyed fabric is also ideal. Throw it around your shoulders.&lt;br /&gt;
* Get a distinctive item- a fancy and chunky necklace, for example, or a pair of goggles- say it is a family heirloom.&lt;br /&gt;
* Borrow a weapon from the armoury&lt;br /&gt;
&lt;br /&gt;
[[File:thor-ragnarok-3.jpg|Main characters from Thor: Ragnarok (Thor and Loki here), who blend Norse and sci-fi, are an appropriate look - although maybe keep your arms covered as this game takes place in the UK.|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Things to avoid: ==&lt;br /&gt;
Whilst we are going for a sci-fi feel that might come close to pulp, we want to make it clear that the look we are aiming for should not be reminiscent of grungy “recent” post-apoc like Fallout, or of futuristic-feeling space-faring sci-fi such as Flash Gordon and Star Trek. Bodysuits, power armour, and formal modern outfits (no matter how dishevelled) are all inappropriate.&lt;br /&gt;
=== Aesthetics to be avoided ===&lt;br /&gt;
* “Tribal” makeup	&lt;br /&gt;
** IC, distinctions between Tribes are not so stark, OOC it could be confused for mutations, and, most importantly, it will likely be misappropriation if not done really carefully&lt;br /&gt;
* Final Fantasy 13 and similar JRPGs &lt;br /&gt;
** The outfits are designed around showiness, not practicality. &lt;br /&gt;
* Steampunk&lt;br /&gt;
** This is cannibalised modern technology, not a return to old looks.&lt;br /&gt;
* OOC religious (or cultural) symbols	&lt;br /&gt;
** Nothing that anyone off the street could look at and identify. This includes: no warbonnets, no similar headdresses, no clearly modern religious symbology; if in doubt, don’t&lt;br /&gt;
* Formal modern outfit.&lt;br /&gt;
** Although modern clothing is appropriate, we would rather avoid elements regarded as ‘formal’- that is jackets, ties, suits. Waistcoats fit, in isolation, as they have a practical layering effect&lt;br /&gt;
* Camouflage and Denim&lt;br /&gt;
** We would rather people avoided these, as they have a distinctive look that we feel is inappropriate for this game&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=794</id>
		<title>Look and Feel</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Look_and_Feel&amp;diff=794"/>
		<updated>2018-09-27T00:59:38Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System}}&lt;br /&gt;
&lt;br /&gt;
[[File:Rey_Sq.jpg|Rey in Star Wars; most Star Wars characters are inappropriate as they appear too futuristic, but this style of dress is definitely appropriate|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If nothing else, read this:&#039;&#039;&#039;&lt;br /&gt;
* Anything in the armoury is appropriate to a greater or lesser degree - if you feel it looks wrong, dress it down with additional layers.&lt;br /&gt;
* Any medieval costuming is entirely appropriate&lt;br /&gt;
* A functioning costume can be put together from a charity shop easily - go by the following watchwords:&lt;br /&gt;
** Practicality&lt;br /&gt;
** Layers&lt;br /&gt;
** No logos&lt;br /&gt;
** Scarves, leather and robes are your friends.&lt;br /&gt;
** Avoid formal wear, including formal shirts.&lt;br /&gt;
* Armour is up to the skill level you bought in it, rather than the precise phys-rep.&lt;br /&gt;
** If it isn’t clear that you are wearing armour, we will issue ‘Tags’ that denote the level of armour that you are wearing.&lt;br /&gt;
* Any writing on your costume should be in mirror writing, or (look) hand embroidered or painted on&lt;br /&gt;
&lt;br /&gt;
== Aesthetics ==&lt;br /&gt;
The main costume theme would be “Hope over despair”. This is a world that declined, but one where there wasn’t a longstanding world-weariness or horror. There was, however, a move towards relying on oneself, and the small group, due to the failing of large institutions. This shouldn&#039;t be mistaken for selfishness - in fact, it was generally more compassionate, as one’s actions and the impact they had (for better or worse) were drawn into stark relief.&lt;br /&gt;
&lt;br /&gt;
Whilst designing this setting, we have attempted to allow people to re-use existing kit. Anything that was suitable in Breaking Worlds, the previous system, is likely to also be suitable in this setting; although adding small modern touches as described below would be appreciated.&lt;br /&gt;
&lt;br /&gt;
In order to clothe themselves, members of the Outlook have four main options:&lt;br /&gt;
* Weaving is relatively advanced, and the local flora is bounteous in its plant fibres. &lt;br /&gt;
* Animals give a large supply of hides and furs. &lt;br /&gt;
* Machines around the Citadel exist which can, for example, dye clothing; produce simple clothes, including ones which mimic wool, fur and leather, as well as unique styles; and spit out weapons and armour. &lt;br /&gt;
* Finally, there exist a lot of buried, or poorly hidden, relics of times long past, some handed down and others newly found. &lt;br /&gt;
&lt;br /&gt;
As such, styles can vary quite heavily.&lt;br /&gt;
&lt;br /&gt;
[[File:Vikings-TV-Show-Historically-Accurate.jpg|Vikings from “Vikings”  (They’re a little unclean right now, but they just finished a Linear)|thumb]]&lt;br /&gt;
&lt;br /&gt;
Conspicuous consumption is not really a thing in the Outlook, due to the plentiful nature of the  resources; this is not always the case elsewhere. Your clothing should aim at seeming practical, overall, and wearing impractical clothing is not a sign of status. (This especially means that if you wear something on your head other than a hat, it’s because you want it there; headdresses are not the norm, and if you want your head to look adorned, a few flowers or a hat would be more appropriate). At the same time, this means that what you wear is what you want to wear, there are no “sumptuary laws”. Feel free to wear a single piece of jewellery, and claim that it is a family heirloom, or a symbol of your tribe. &lt;br /&gt;
&lt;br /&gt;
One or two items of plain modern clothing (think chinos, knitted jumpers or explorer jackets) are appropriate, if paired with other items. Denim and camouflage are inappropriate, but fleecy tracksuit bottoms are fine. Try and put a fantasy twist to anything that is overly modern. For example, wearing a cape with a knitted jumper, or greaves over chinos.&lt;br /&gt;
&lt;br /&gt;
There are a lot of flowy and wrapped fabrics, because they layer very well.&lt;br /&gt;
&lt;br /&gt;
[[File:36-AnemoneConcept.jpg|Resistance members from Nier:Automata. There are a lot of good layered looks in this game|thumb]]&lt;br /&gt;
== Basic Clothing Rules ==&lt;br /&gt;
Clothing tends towards the simple rather than the fancy, but there are a lot of well made and rugged clothes; many Tribes make outfits to last for life, maybe more than one life. Most costumes are tried and tested, designed to last in the elements, often based around the following ideas:&lt;br /&gt;
* Layers - that you can adapt to the heat (taking on and off)&lt;br /&gt;
* Portable - so you can carry your life around with you if you need to&lt;br /&gt;
* Useful Accessories - Goggles, compasses, backpacks- any non-computerized technology that makes one’s life easier out in the wild.&lt;br /&gt;
* Cleanliness - Almost no one has clothes that aren’t clean- people take good care of what they wear, as it is a statement of identity and pride in oneself.&lt;br /&gt;
* Individualism - Without brands, a lot of clothing is personal, and made for the individual rather than in any specific style. More generic clothing manufactured by the machines around the Citadel is matched with whatever is most practical with it, not what might traditionally ‘match’&lt;br /&gt;
* Any writing must be mirrored.&lt;br /&gt;
&lt;br /&gt;
Some people do wear distinctly ‘pretty’ clothing- these people are often courting the attention of AI, by borrowing some of the styles their holograms are found in. Admittedly, this often appears to have no effect on the way an AI treats someone.&lt;br /&gt;
&lt;br /&gt;
[[File:Ezgif-1-0c0a39c8fa.jpg|A picture which gets across the more modern side of the feel, from Indiana Jones|thumb]]&lt;br /&gt;
== Machinery as adornment ==&lt;br /&gt;
&lt;br /&gt;
You can adorn your look, sparingly, with such items as:&lt;br /&gt;
* Non-functioning watches, as bracelets or hanging from clothing.&lt;br /&gt;
* CDs (or parts thereof) used as highlights for outfits. &lt;br /&gt;
* Carabiners.&lt;br /&gt;
* Wind-up torches.&lt;br /&gt;
* A little bit of wiring.&lt;br /&gt;
* Carrying a tin, canteen, thermos, or a canvas bag for use, although try to cover up any non-mirror writing, or scratch it out.&lt;br /&gt;
* A single, non-electric, relic that matches your profession, eg a sewing kit, a tape measure, knitting equipment, a stethoscope.&lt;br /&gt;
&lt;br /&gt;
The important thing is none of these should be the only element of your look- they should be something that dresses down something medieval, for example.&lt;br /&gt;
&lt;br /&gt;
[[File:123788gme bonuslg.jpg|Horizon Zero Dawn: Aloy armour|thumb]]&lt;br /&gt;
== Armour ==&lt;br /&gt;
Pieces of modern body armour may be appropriate, but please avoid it looking like a uniform, and especially don’t wear anything that might make people uncomfortable when you’re seen on the Meadows. A single pauldron or gauntlet would look far more appropriate than the entire set. Armour is based on the level you bought up to, rather than the precise phys rep. If you attach technology to your armour, of course, we will ask that this be phys-repped in some way.&lt;br /&gt;
&lt;br /&gt;
The machines in the Outlook often seem to release small pieces of chained maille, and full pieces of metal, sometimes in easy-to-wear shape, so medieval and Dark Age armour is also appropriate; your character may attach significance to the providence of said armour.&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
A Tribe is a shared grouping - often a genetic one, though it is always possible to choose your family. Accordingly, Tribes often share a lot of clothing, not least because they passed down the same manufacturing techniques. If you are aiming to be in a Tribe with someone else, you can pick one shared aesthetic that is easy to copy - for example, you all wear a particular coloured scarf, or carry a particular type of whistle. Again, this isn’t a uniform; more a demonstration of family solidarity.&lt;br /&gt;
[[File:IMG 0244.jpg|Horizon Zero Dawn: Erend|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Every member of the Diamond Tribe carries their personal Black Box, so that if they die their memory can be preserved. They often wear robes, to conceal machinery within.&lt;br /&gt;
* The Sail Tribe all have a pouch for chalk and a length of rope, the bare necessities for climbing. Many wear gloves, and often have matching sets.&lt;br /&gt;
&lt;br /&gt;
Daniel and Tania want to both belong to the same Tribe. They decide that one of the shared parts of their Tribe is that the people who are in it are skilled hunters, so their costuming should reflect that element of their background. Daniel decides that they want to go down the route of an archer, and wears baggy clothing that allows them to conceal arrows. Tania, on the other hand, thinks her character will be up close and personal, so wears a greave and carries a large spear. The shared element they decide on is binoculars, as their tribe does hunting over long distances. To reflect the fact they are hunters, they both agree to wear mostly dark colours, like greens and browns, and have a brightly coloured sash round their forehead so their tribe knows not to attack them by accident when they are skulking around.&lt;br /&gt;
&lt;br /&gt;
[[File:cbce31ec10d44d7a9e8d431595b69953.jpg|Horizon Zero Dawn: “Random Oseram” (The left-most one is less appropriate)|thumb]]&lt;br /&gt;
== Techgnosticism ==&lt;br /&gt;
Techgnostics often carry around a lot of machinery, which they can use to interface with AIs- this is called a ‘medium’. However, due to the nature of their fragile, precious (and jury rigged) status, many carry them inside boxes, or other forms of adornment. OOC this means you don’t have to phys-rep a huge pile of computer, but IC this allows for a choice of styles: from more religious inspired reliquaries, to a technologically stuffed biscuit tin.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* Samantha wants to play a Dead Strain Techgnostic. She gets an old Manilla Folder, tapes it up with masking tape and black bin bags, giving her a functional ‘medium’ for her interaction. She puts in some items that rattle about when she shakes it, to create the illusion of technology inside it.&lt;br /&gt;
* Key, on the other hand, would like something they can play around with when interfacing with AIs. They get together a bundle of wires, wrap in some fairy lights throughout, and attach a battery pack. They now have a way to create glowing circles, as well as wires to ‘attach’ to AIs they meet.&lt;br /&gt;
* Ed is a busy student, and doesn’t have time to make anything, and borrows one of the glowing light pyramids that the refs have- giving him a tool to use in interfacing.&lt;br /&gt;
&lt;br /&gt;
[[File:65-devopoconcept.jpg|Resistance members from Nier:Automota. &lt;br /&gt;
 Someone looking to copy an AI style of dress might look like this.|thumb]]&lt;br /&gt;
== AI Costumes ==&lt;br /&gt;
Your character will have seen what AIs wear - largely the difference is that they don’t layer what they wear, as they don’t need protection from the elements. They have more of a tendency towards robes, tabards, and block colours, projecting a very uniform aesthetic.&lt;br /&gt;
&lt;br /&gt;
Those based on living people can wear very eccentric doublets and hose, or elaborately tailored outfits. Fundamentally AIs’ fancy clothing goes towards the medieval and renaissance, rather than the 21st Century.&lt;br /&gt;
&lt;br /&gt;
Any Medieval outfit can be justified by ‘I saw an AI wearing it and wanted to wear it too.’&lt;br /&gt;
&lt;br /&gt;
[[File:Thranduil_design_3.jpg|Wood elves from the LOTR films. Thranduil here is at the most fancy this end is likely to get, but looks mostly ready for war (don’t wear a train/cappa magna)|thumb]]&lt;br /&gt;
== Mutations ==&lt;br /&gt;
If you are a gene-strain, you will invariably have mutations that mark you out as different from the traditional model of humanity. They are often connected to a specific area of the body, and have a patchy tendency to them- think like Futurama, in terms of areas of the body looking ‘human’, and others looking more monstrous or animal. &lt;br /&gt;
&lt;br /&gt;
Thus, a full animal face mask would not be appropriate, but fangs and fur around the eyes would be.&lt;br /&gt;
&lt;br /&gt;
Most of this can be done with face paint, to signify scales or fur, gloves to give the impression of a mutated arm, and horns that can be worn to change your silhouette.&lt;br /&gt;
&lt;br /&gt;
== Example Kit Build ==&lt;br /&gt;
&lt;br /&gt;
Or, &#039;&#039;&#039;&amp;quot;Help! I need to find some emergency kit for my character in Cambridge!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Go to Next, and buy one of their cheap t-shirts with the buttoned collar, or a simple blouse with minimal frills.&lt;br /&gt;
* Go to the marketplace, and look for the ‘hemp’ stall- buy one of their shirts, in any colour.&lt;br /&gt;
* Go to Primark, and buy a pair of chinos or a skirt in a neutral colour.&lt;br /&gt;
* Go around charity shops and look for a top layer of some variety- good things include leather coats, ‘capes’ (find a throw and pin it around your neck) or a dressing gown that works outdoors&lt;br /&gt;
* Get a belt, preferably in brown, and use it as a loop to hang pouches off. This can include dice pouches.&lt;br /&gt;
* Get a pair of heavy duty boots. No one minds if you wear things below the ankles that are a bit more modern looking, so you can wear trainers if needed&lt;br /&gt;
* Look for the scarf stall, and buy any of their scarves that have a clear and obvious texture to them. Dyed fabric is also ideal. Throw it around your shoulders.&lt;br /&gt;
* Get a distinctive item- a fancy and chunky necklace, for example, or a pair of goggles- say it is a family heirloom.&lt;br /&gt;
* Borrow a weapon from the armoury&lt;br /&gt;
&lt;br /&gt;
[[File:thor-ragnarok-3.jpg|Main characters from Thor: Ragnarok (Thor and Loki here), who blend Norse and sci-fi, are an appropriate look - although maybe keep your arms covered as this game takes place in the UK.|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Things to avoid: ==&lt;br /&gt;
Whilst we are going for a sci-fi feel that might come close to pulp, we want to make it clear that the look we are aiming for should not be reminiscent of grungy “recent” post-apoc like Fallout, or of futuristic-feeling space-faring sci-fi such as Flash Gordon and Star Trek. Bodysuits, power armour, and formal modern outfits (no matter how dishevelled) are all inappropriate.&lt;br /&gt;
=== Aesthetics to be avoided ===&lt;br /&gt;
* “Tribal” makeup	&lt;br /&gt;
** IC, distinctions between Tribes are not so stark, OOC it could be confused for mutations, and, most importantly, it will likely be misappropriation if not done really carefully&lt;br /&gt;
* Final Fantasy 13 and similar JRPGs &lt;br /&gt;
** The outfits are designed around showiness, not practicality. &lt;br /&gt;
* Steampunk&lt;br /&gt;
** This is cannibalised modern technology, not a return to old looks.&lt;br /&gt;
* OOC religious (or cultural) symbols	&lt;br /&gt;
** Nothing that anyone off the street could look at and identify. This includes: no warbonnets, no similar headdresses, no clearly modern religious symbology; if in doubt, don’t&lt;br /&gt;
* Formal modern outfit.&lt;br /&gt;
** Although modern clothing is appropriate, we would rather avoid elements regarded as ‘formal’- that is jackets, ties, suits. Waistcoats fit, in isolation, as they have a practical layering effect&lt;br /&gt;
* Camouflage and Denim&lt;br /&gt;
** We would rather people avoided these, as they have a distinctive look that we feel is inappropriate for this game&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_AIs&amp;diff=793</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=793"/>
		<updated>2018-09-27T00:58:43Z</updated>

		<summary type="html">&lt;p&gt;Robb: &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 &#039;&#039;ligering&#039;&#039; effects of wound cards.&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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_AIs&amp;diff=792</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=792"/>
		<updated>2018-09-27T00:52:15Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Stoics */&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;
The Basic AI, as named above and again below, 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 Basic AIs of the same class, 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.&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, as much as most AI, but 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 count as having 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 stereotypical 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 often they 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 both in sequence.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 &#039;&#039;ligering&#039;&#039; effects of wound cards.&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-strain 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. Their skill set does not seem to be deemed useful by the other AI, who very rarely invite them to their parties.&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>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=791</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=791"/>
		<updated>2018-09-26T22:48:30Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System|People}}&lt;br /&gt;
&lt;br /&gt;
At its heart, your character is here because they lived in the Outlook, and heard news of the opening of the Citadel. By week one, the Citadel has not been open long enough for news to have travelled from elsewhere, it has been a single day since the creaking of the gigantic portal that formed the main entrance. The particular reason that your character has decided to enter the Citadel may vary greatly, and this is where a lot of your initial game may come from.&lt;br /&gt;
&lt;br /&gt;
=== Character Motivations ===&lt;br /&gt;
&lt;br /&gt;
==== Search for Knowledge ====&lt;br /&gt;
The Citadel is interesting, and newly open. It’s a relic of a long-lost past, and there might be answers as to what happened, and information about how to improve everyone’s lot in it. &lt;br /&gt;
&lt;br /&gt;
==== Gain Advantage ====&lt;br /&gt;
The Citadel opening is a chance for some to give their tribe an edge in this new world, through the stored wealth of ages past that lies within - whether for the sake of the world or oneself.&lt;br /&gt;
&lt;br /&gt;
==== Faith ====&lt;br /&gt;
Some have been drawn in reverence, with the knowledge that even the AIs outside the Citadel talk with respect of the AIs inside&lt;br /&gt;
&lt;br /&gt;
==== Adventure ====&lt;br /&gt;
This is an exciting time for restless souls. No one can predict what will happen now the Citadel has opened. Life is about to change, and there are always those who want to be the first to experience the new&lt;br /&gt;
&lt;br /&gt;
==== Tailored, Bespoke, Hand-Hewn ====&lt;br /&gt;
Others have come here with a specific purpose in mind. This is often Tribal, but it may have come from an AI. If you&#039;d like we are happy to create one for you, or you can create your own based on one of the motivations above.&lt;br /&gt;
&lt;br /&gt;
==== Society ====&lt;br /&gt;
Finally, there are those who have seen all the other reasons people have been drawn to the Citadel, and realised this is the place to be if they want to negotiate, trade or even just meet people. There will be friends, old and new, and the chance to make a difference in the Outlook.&lt;br /&gt;
&lt;br /&gt;
===Starting Skills===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Hit Points&#039;&#039;&#039;			&lt;br /&gt;
At 0 HP, you are Dying and start a 90s Bleed Count, at which point you become Terminal.&lt;br /&gt;
Characters may staunch wounds, pausing the bleed count, using both hands; after 30s you may call “CURE 1”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Weapon proficiency:&#039;&#039;&#039; &lt;br /&gt;
Characters may wield a short (up to 18”) or one-handed weapon (up to 42”) in one hand, dealing SINGLE with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour gives +1 HP if worn.&#039;&#039;&#039;&lt;br /&gt;
The minimum physrep for this is “do I look armoured?”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Searching:&#039;&#039;&#039;&lt;br /&gt;
You can spend 30 seconds of appropriate roleplay to search another willing or unresisting character. You must be close enough to touch the person you are searching, but should not actually touch them without the physrep’s explicit consent. At the conclusion of this search, the player should inform you of anything on their person, and of any hidden mutations they are concealing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Then choose one of either-&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Dead-Strains&#039;&#039;&#039; begin with the capability to house 2 basic AIs in their ka. They are immune to all mutation effects. They may start with one basic AI housed in their ka.&lt;br /&gt;
#&#039;&#039;&#039;Gene-Strains&#039;&#039;&#039; begin with the capability to house 1 basic AI in their ka. They may begin with one basic mutation. As each mutation causes -1HP, they may not sustain more than 2 mutations at character creation.&lt;br /&gt;
&lt;br /&gt;
====Starting Exp====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a list of purchasable skills see [[Skills|here]]&lt;br /&gt;
&lt;br /&gt;
Starting XP is set at 25, and you gain +1 XP point per week. Dependent on how characters are scaling, we may provide a larger amount of XP over the Christmas and Easter holidays.&lt;br /&gt;
&lt;br /&gt;
To fill in a character sheet and submit it to the refs, click [[https://docs.google.com/forms/d/e/1FAIpQLScZtQcSztvByKR6VJJ9NhaFf4srmfopz0pPZUxBgovd5fipoQ/viewform?usp=sf_link here]]&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=790</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=790"/>
		<updated>2018-09-26T22:46:07Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Events */&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;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=789</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=789"/>
		<updated>2018-09-26T21:57:16Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Welcome */&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@src.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;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Powers&amp;diff=774</id>
		<title>Psionic Powers</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Powers&amp;diff=774"/>
		<updated>2018-09-24T19:26:25Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Shaping Pathway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Note- Unless otherwise stated, all Communion results are their &#039;Base&#039; power level, and may become more powerful with additional resources expended in them.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powers denoted by an asterisk (*) need a separate skill to learn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Detect Nature&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Spend 5s interaction with target to call DETECT NATURE&lt;br /&gt;
|-&lt;br /&gt;
!Detect Strain&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1 *&lt;br /&gt;
|Spend 5s interaction with target to call DETECT STRAIN&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shaping Pathway ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Disbalance&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call STRIKEDOWN on two different targets&lt;br /&gt;
|-&lt;br /&gt;
!Expe&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call REPEL on one target&lt;br /&gt;
|-&lt;br /&gt;
!Wound Coil&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Participants may make one call of REPEL by blow following the Communion&lt;br /&gt;
|-&lt;br /&gt;
!Coax Mutation&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain a random mutation&lt;br /&gt;
|-&lt;br /&gt;
!Natural Armour&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain extra three temporary body hits that may not be healed&lt;br /&gt;
|-&lt;br /&gt;
!Liberation&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|1&lt;br /&gt;
|Call WIDE REPEL&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Rearrange&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|Call CRUSH&lt;br /&gt;
|-&lt;br /&gt;
!Stoic Suppression&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Each participant may suppress acute effects of one wound until the end of day&lt;br /&gt;
|-&lt;br /&gt;
!Controlled Evolution&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Alters an existing mutation&lt;br /&gt;
|-&lt;br /&gt;
!Forced Adaptation&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Causes an advanced mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melding Pathway ===&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Feign Emotion&lt;br /&gt;
|Basic Power&lt;br /&gt;
|2&lt;br /&gt;
|Call BASIC EFFECT: &amp;lt;EMOTION&amp;gt;. The available emotions are: ANGER, GRIEF, JOY, FEAR, HATE, VIGILANCE, ADMIRATION, PRIDE, CALM, HOPE, DESPAIR.&lt;br /&gt;
|-&lt;br /&gt;
!Overwhelm&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call ENTANGLE&lt;br /&gt;
|-&lt;br /&gt;
!Sending&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Sends a short sentence to a known target&lt;br /&gt;
|-&lt;br /&gt;
!Calm Mind&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Suppress ongoing roleplaying effects on a single person&lt;br /&gt;
|-&lt;br /&gt;
!Intuit Purpose&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Expose participants to an effect, learning about the effect in the process&lt;br /&gt;
|-&lt;br /&gt;
!Open Your Mind&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Learn about your surroundings and learn about upcoming encounter.&lt;br /&gt;
|-&lt;br /&gt;
!Dominate Other&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|You may call &amp;quot;WOULD YOU KINDLY&amp;quot; while out of combat&lt;br /&gt;
|-&lt;br /&gt;
!Overwhelming Presence&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|Call WIDE ENTANGLE or MASS ENTANGLE&lt;br /&gt;
|-&lt;br /&gt;
!Manifest Intent&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Allows the participants to state a goal and subsequently call RESIST on one WOULD YOU KINDLY or EFFECT call that would interfere with their stated goal.&lt;br /&gt;
|-&lt;br /&gt;
!Fell Together&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|(PROVISIONAL) Transfer an effect onto one of the participants reducing the effect strength.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warping Pathway ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Name&lt;br /&gt;
|Type&lt;br /&gt;
|Focus Cost&lt;br /&gt;
|Effect&lt;br /&gt;
|-&lt;br /&gt;
!Mend&lt;br /&gt;
|Basic Power&lt;br /&gt;
|1&lt;br /&gt;
|Call CURE 3&lt;br /&gt;
|-&lt;br /&gt;
!Rend&lt;br /&gt;
|Basic Power&lt;br /&gt;
|2&lt;br /&gt;
|Call TRIPLE&lt;br /&gt;
|-&lt;br /&gt;
!The One Is Strong&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Gain a number of uses of DOUBLE STRIKEDOWN at range as long as they do not move.&lt;br /&gt;
|-&lt;br /&gt;
!The Many Swarm&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants can RESIST one STRIKEDOWN or ENTAGLE call. They still take the implicit SINGLE if delivered by a weapon strike.&lt;br /&gt;
|-&lt;br /&gt;
!Reprocess&lt;br /&gt;
|Basic Communion&lt;br /&gt;
|&lt;br /&gt;
|Transforms two food into one reagent or two reagents into one food.&lt;br /&gt;
|-&lt;br /&gt;
!Rending Wave&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|3&lt;br /&gt;
|Call MASS TRIPLE&lt;br /&gt;
|-&lt;br /&gt;
!Knit Bone&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|1&lt;br /&gt;
|Call RESTORE LIMB at touch range&lt;br /&gt;
|-&lt;br /&gt;
!Mending Field&lt;br /&gt;
|Advanced Power&lt;br /&gt;
|2&lt;br /&gt;
|Call MASS CURE 3&lt;br /&gt;
|-&lt;br /&gt;
!Resurgent Flesh&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|Participants gain &amp;quot;BASIC EFFECT: Once per encounter while not dying you may spend 10s of loud, uninterrupted, stationary roleplay to call CURE ALL on self.&lt;br /&gt;
|-&lt;br /&gt;
!Metal Buckles&lt;br /&gt;
|Advanced Communion&lt;br /&gt;
|&lt;br /&gt;
|You may transform tokens into scrap and scrap into &#039;&#039;broken&#039;&#039; tokens. The conversion rate is not clear.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Psionic&amp;diff=773</id>
		<title>Skills/Psionic</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Psionic&amp;diff=773"/>
		<updated>2018-09-24T19:25:34Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Abilities ====&lt;br /&gt;
&#039;&#039;Asterisked abilities (*) may be taken multiple times&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Psion&lt;br /&gt;
|Gene-Strain&lt;br /&gt;
|4&lt;br /&gt;
|Gain [[Psionics#Focus|Focus]] Pool. Gain [[Psionic Powers#Universal|Detect Nature]] power.&lt;br /&gt;
|-&lt;br /&gt;
!Walk Pathway&lt;br /&gt;
|Psion&lt;br /&gt;
|1&lt;br /&gt;
|You may choose a single pathway. You may improvise Communions from your chosen pathways.&lt;br /&gt;
|-&lt;br /&gt;
!Second Pathway&lt;br /&gt;
|Walk Pathway&lt;br /&gt;
|2&lt;br /&gt;
|You may choose a second pathway&lt;br /&gt;
|-&lt;br /&gt;
!Psionic Expression&lt;br /&gt;
|Walk Pathway&lt;br /&gt;
|1*&lt;br /&gt;
|You may learn a Basic Power from one of your pathways.&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Expression&lt;br /&gt;
|Psionic Expression&lt;br /&gt;
|2*&lt;br /&gt;
|You may learn an Advanced Power from a pathway you know a Basic Power from.&lt;br /&gt;
|-&lt;br /&gt;
!Detect Strain&lt;br /&gt;
|Psion&lt;br /&gt;
|1 (PROVISIONAL)&lt;br /&gt;
|Learn the Detect Strain Power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extra Focus ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Mindful Focus&lt;br /&gt;
|Psion&lt;br /&gt;
|1&lt;br /&gt;
|Focus pool enlarged by two points&lt;br /&gt;
|-&lt;br /&gt;
!Expert Focus&lt;br /&gt;
|Mindful Focus&lt;br /&gt;
|2&lt;br /&gt;
|Focus pool enlarged by two points&lt;br /&gt;
|-&lt;br /&gt;
!Focus Mastery&lt;br /&gt;
|Expert Focus&lt;br /&gt;
|3&lt;br /&gt;
|Focus pool enlarged by two points.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=User:Robb&amp;diff=664</id>
		<title>User:Robb</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=User:Robb&amp;diff=664"/>
		<updated>2018-09-21T09:52:25Z</updated>

		<summary type="html">&lt;p&gt;Robb: Created page with &amp;quot;Is secretly a hamster. Don&amp;#039;t tell anyone&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is secretly a hamster. Don&#039;t tell anyone&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Calls&amp;diff=649</id>
		<title>Talk:Calls</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Calls&amp;diff=649"/>
		<updated>2018-09-20T22:07:21Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we care to have the ZERO call to override implicit single?&lt;br /&gt;
&lt;br /&gt;
Robb- I am ok with implicit taking of no damage, I feel like players did mock combat in Breaking Worlds and were aware they weren&#039;t real hits. I think another call just adds to the call space.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Talk:Downtime&amp;diff=648</id>
		<title>Talk:Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Talk:Downtime&amp;diff=648"/>
		<updated>2018-09-20T22:04:37Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think I&#039;d like to follow other people&#039;s suggestion and change sabotage faction to raid faction. Players gain shiny and we gain an encounter to send to the bar.&lt;br /&gt;
&lt;br /&gt;
Robb- I would be happy to add Raid as a separate action, I feel like sabotage has a clear intent to it that is different in flavour, and should be a way to reward players who have gained a lot of information on a Faction&#039;s goal, and are working to stop it. So raid is &#039;fire and noise&#039; to slow a Faction, Sabotage is &#039;Deliberately put caltrops in the way of their supply line and delay their goals&#039;&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=647</id>
		<title>Psionic Traditions</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=647"/>
		<updated>2018-09-20T22:02:09Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Over time, as Gene-Strains acquired the ability to perform communions, and to manifest psionic powers, they begun asking themselves where these mysterious abilities to shape the world around them come from. No definitive answer has been found; whether this is due to the fact psionics resist exploration, or that the underlying principles are far beyond the capacity of the people of Outlook to comprehend, is unknown.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, several common traditions have risen, some of them spanning across multiple tribes.&lt;br /&gt;
&lt;br /&gt;
==== Shaperates ====&lt;br /&gt;
There are those who see psionics, or as they would say &#039;&#039;&#039;the gift&#039;&#039;&#039;, to be a divine legacy left to the post-decline humanity, to pull them back to dominance from their current state. Most call this entity [[Religion#The_Shaper|The Shaper]]. &lt;br /&gt;
&lt;br /&gt;
Followers of this tradition will likely treat psions with respect, if not reverence. Psions of this tradition are likely to invoke the Shaper when using their abilities, and their attributes of the black ooze and the horned beasts.&lt;br /&gt;
&lt;br /&gt;
This is a common belief amongst members of the Mutati tribe, and their contacts.&lt;br /&gt;
&lt;br /&gt;
==== Totemists ====&lt;br /&gt;
Some believe that the three pathways of psionic energy were founded eons ago by three ancient spirits of great wisdom and power. Over time, their powers were warped and summoned by lesser beings, explaining why Gene-Strains manifest &#039;&#039;animal&#039;&#039; qualities.&lt;br /&gt;
&lt;br /&gt;
Adherents to this tradition will likely use a small carved animal representation to focus their mind when using psionics. Some use a winged lizard, a colourful bird, or a four-legged furry animal with big teeth. Followers of this tradition are likely to treat animals with more respect, especially the less mutated ones.&lt;br /&gt;
&lt;br /&gt;
==== Egomancers ====&lt;br /&gt;
Always, there are people born who know they are marked as special from their first breath; the strength of their will cannot be denied, that with their mind alone they will move earth and pierce the heavens. It is themselves, thus, that they call on when using their powers. Needless to say, the small number of highly individualistic people think this way can be seen as somewhat conceited.&lt;br /&gt;
&lt;br /&gt;
==== Personal Tradition ====&lt;br /&gt;
Maybe you were taught by an old master in a remote Seil settlement, high in the cliffs. Maybe you travelled the Beyond and your mind was forced to adapt for you to survive. Maybe you had a twin who is no more but you can still feel them in your mind ... &lt;br /&gt;
&lt;br /&gt;
We are very happy for you to define your own tradition, and if you want do chat to the refs so they are in the loop.&lt;br /&gt;
&lt;br /&gt;
It is likely that the refs will codify emergent traditions that players come up with during play if the Outlook society becomes inspired by them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=645</id>
		<title>Psionic Traditions</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=645"/>
		<updated>2018-09-20T21:54:19Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Shaperates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Over time as gene-strains acquired the ability to perform communions and manifest psionic powers, they begun asking themselves where these mysterious abilities to shape the world around them come from. No clear answers have been found, either psionics resist exploration or perhaps underlying principles are far beyond the capacity of the people of Outlook to comprehend.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, several common traditions have risen, some of them spanning multiple tribes.&lt;br /&gt;
&lt;br /&gt;
==== Shaperates ====&lt;br /&gt;
There are those who see psionics, or as they would say &#039;&#039;&#039;the gift&#039;&#039;&#039;, to be a divine legacy left to the post-decline humanity, to pull them back to dominance from their current state. Most call this entity [[Religion#The_Shaper|The Shaper]]. &lt;br /&gt;
&lt;br /&gt;
Followers of this tradition will likely treat psions with respect, if not reverence. Psions of this tradition are likely to invoke the Shaper when using their abilities, and their attributes of the black ooze and the horned beasts.&lt;br /&gt;
&lt;br /&gt;
==== Totemists ====&lt;br /&gt;
Some believe that the pathways have been founded eons ago by three ancient spirits of great wisdom and power. Adherents to this tradition will likely use a small carved animal representation to focus their mind when using psionics. Some use a winged lizard, a colourful bird or a four-legged furry animal with big teeth. Followers of this tradition are likely to treat animals with more respect.&lt;br /&gt;
&lt;br /&gt;
==== Egomancers ====&lt;br /&gt;
Then there are those who know they have been born special, the strength of their will cannot be denied, that with their mind alone they will move earth and pierce the heavens. Needless to say, the small number of highly individualistic people think this way can be seen as somewhat conceited.&lt;br /&gt;
&lt;br /&gt;
==== Personal Tradition ====&lt;br /&gt;
Maybe you were taught by an old master in a remote Seil settlement, high in the cliffs. Maybe you travelled the Beyond and your mind was forced to adapt for you to survive. Maybe you had a twin who is no more but you can still feel them in your mind ... &lt;br /&gt;
&lt;br /&gt;
We are very happy for you to define your own tradition, please chat to the refs so they are in the loop.&lt;br /&gt;
&lt;br /&gt;
It is likely that the refs will codify emergent traditions that players come up with during play if the Outlook society becomes inspired by them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=644</id>
		<title>Psionic Traditions</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=644"/>
		<updated>2018-09-20T21:52:54Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Shaperates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Over time as gene-strains acquired the ability to perform communions and manifest psionic powers, they begun asking themselves where these mysterious abilities to shape the world around them come from. No clear answers have been found, either psionics resist exploration or perhaps underlying principles are far beyond the capacity of the people of Outlook to comprehend.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, several common traditions have risen, some of them spanning multiple tribes.&lt;br /&gt;
&lt;br /&gt;
==== Shaperates ====&lt;br /&gt;
There are those who see psionics, or as they would say &#039;&#039;&#039;the gift&#039;&#039;&#039; to be a diving legacy to the post-decline humanity. Most call this entity [[Religion#The_Shaper|The Shaper]]. &lt;br /&gt;
&lt;br /&gt;
Followers of this tradition will likely treat psions with respect, if not reverence. Psions of this tradition are likely to invoke the Shaper when using their abilities, and their attributes of the black ooze and the horned beasts.&lt;br /&gt;
&lt;br /&gt;
==== Totemists ====&lt;br /&gt;
Some believe that the pathways have been founded eons ago by three ancient spirits of great wisdom and power. Adherents to this tradition will likely use a small carved animal representation to focus their mind when using psionics. Some use a winged lizard, a colourful bird or a four-legged furry animal with big teeth. Followers of this tradition are likely to treat animals with more respect.&lt;br /&gt;
&lt;br /&gt;
==== Egomancers ====&lt;br /&gt;
Then there are those who know they have been born special, the strength of their will cannot be denied, that with their mind alone they will move earth and pierce the heavens. Needless to say, the small number of highly individualistic people think this way can be seen as somewhat conceited.&lt;br /&gt;
&lt;br /&gt;
==== Personal Tradition ====&lt;br /&gt;
Maybe you were taught by an old master in a remote Seil settlement, high in the cliffs. Maybe you travelled the Beyond and your mind was forced to adapt for you to survive. Maybe you had a twin who is no more but you can still feel them in your mind ... &lt;br /&gt;
&lt;br /&gt;
We are very happy for you to define your own tradition, please chat to the refs so they are in the loop.&lt;br /&gt;
&lt;br /&gt;
It is likely that the refs will codify emergent traditions that players come up with during play if the Outlook society becomes inspired by them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=643</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=643"/>
		<updated>2018-09-20T21:51:29Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Advanced Agendas */&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;
Monstering a Linear gives you +1 Basic Resource&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Citadel&amp;diff=642</id>
		<title>Citadel</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Citadel&amp;diff=642"/>
		<updated>2018-09-20T21:50:31Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Deadlocked AIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|World}}&lt;br /&gt;
There was a decline. An ancient, advanced civilization used to exist. Relics of that civilization are scattered across the “Outlook”. The plainest remnant is the Citadel. Since time immemorial, oral histories of every Tribe have described the humming, white walls. No human has ever entered it, and AIs have given little description, other than it was the seat of their creators’ power. Now it has opened, and the game will begin with the PCs first forays into this place.&lt;br /&gt;
&lt;br /&gt;
=== Interactive Location ===&lt;br /&gt;
&lt;br /&gt;
Interactives occur inside the Citadel; leaving the Citadel by any of the IC exits (which will be pointed out if they differ depending on venue) requires opening an ancient door, which takes about five seconds of appropriate roleplaying. We will find some way to prevent this making smashing the door in people’s faces OOC a great plan, whilst achieving the intent of this rule, which is to make escape difficult but not impossible.&lt;br /&gt;
&lt;br /&gt;
=== Deadlocked AIs ===&lt;br /&gt;
&lt;br /&gt;
Inside, as well as near, the Citadel are some “deadlocked” AIs. These are unlike normal AIs in that they seem to be unable to interact directly, and do not have an identifiable nature or purpose. They observe Communions, Rites, and Rituals, and are known to answer basic questions. They are, as of yet, un-named. These are the refs, and AIs wearing the white tags of guides will always be impossible to impact or affect with skills, and will not involve themselves directly in plot, nor will the plot require interacting with them directly; although other AIs may be difficult to interact with, the term “deadlocked” is only used to refer to Ref AIs, and is insurmountable. (Deadlocked AIs are unable to distinguish between strains; they are equally accessible to either strain)&lt;br /&gt;
&lt;br /&gt;
=== Discovery ===&lt;br /&gt;
&lt;br /&gt;
As the players learn more about The Citadel, more details may be added here.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=641</id>
		<title>Psionic Traditions</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Psionic_Traditions&amp;diff=641"/>
		<updated>2018-09-20T21:47:50Z</updated>

		<summary type="html">&lt;p&gt;Robb: /* Shaperates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Psionics}}&lt;br /&gt;
&lt;br /&gt;
Over time as gene-strains acquired the ability to perform communions and manifest psionic powers, they begun asking themselves where these mysterious abilities to shape the world around them come from. No clear answers have been found, either psionics resist exploration or perhaps underlying principles are far beyond the capacity of the people of Outlook to comprehend.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, several common traditions have risen, some of them spanning multiple tribes.&lt;br /&gt;
&lt;br /&gt;
==== Shaperates ====&lt;br /&gt;
There are those who see psionics, or as they would say &#039;&#039;&#039;the gift&#039;&#039;&#039; to be a diving legacy to the post-decline humanity. Most call this entity [[Religion#The_Shaper|The Shaper]]. &lt;br /&gt;
&lt;br /&gt;
Followers of this tradition will likely treat psions with respect if not reverence. Psions are likely to invoke the Shaper when using their abilities.&lt;br /&gt;
&lt;br /&gt;
==== Totemists ====&lt;br /&gt;
Some believe that the pathways have been founded eons ago by three ancient spirits of great wisdom and power. Adherents to this tradition will likely use a small carved animal representation to focus their mind when using psionics. Some use a winged lizard, a colourful bird or a four-legged furry animal with big teeth. Followers of this tradition are likely to treat animals with more respect.&lt;br /&gt;
&lt;br /&gt;
==== Egomancers ====&lt;br /&gt;
Then there are those who know they have been born special, the strength of their will cannot be denied, that with their mind alone they will move earth and pierce the heavens. Needless to say, the small number of highly individualistic people think this way can be seen as somewhat conceited.&lt;br /&gt;
&lt;br /&gt;
==== Personal Tradition ====&lt;br /&gt;
Maybe you were taught by an old master in a remote Seil settlement, high in the cliffs. Maybe you travelled the Beyond and your mind was forced to adapt for you to survive. Maybe you had a twin who is no more but you can still feel them in your mind ... &lt;br /&gt;
&lt;br /&gt;
We are very happy for you to define your own tradition, please chat to the refs so they are in the loop.&lt;br /&gt;
&lt;br /&gt;
It is likely that the refs will codify emergent traditions that players come up with during play if the Outlook society becomes inspired by them.&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills/Techgnosis&amp;diff=640</id>
		<title>Skills/Techgnosis</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills/Techgnosis&amp;diff=640"/>
		<updated>2018-09-20T21:45:34Z</updated>

		<summary type="html">&lt;p&gt;Robb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Abilities and Housing ====&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Technopath&lt;br /&gt;
|Dead-Strain, Reading&lt;br /&gt;
|Free&lt;br /&gt;
|&#039;&#039;&#039;Rite of Initiation:&#039;&#039;&#039; House a willing AI.&lt;br /&gt;
|-&lt;br /&gt;
!Self-Improvement&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|You may house and Advanced AI&lt;br /&gt;
|-&lt;br /&gt;
!Compartmentalise&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|You may house an additional AI in your ka&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rites====&lt;br /&gt;
&#039;&#039;These skills provide [[Techgnosis#Rites|rites]] a Technopath can cast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Dispatch&lt;br /&gt;
|Technopath&lt;br /&gt;
|1&lt;br /&gt;
|Dehouses a willing AI without harming it or the housing.&lt;br /&gt;
|-&lt;br /&gt;
!Bind&lt;br /&gt;
|Technopath&lt;br /&gt;
|1&lt;br /&gt;
|(PROVISIONAL) Houses a willing AI to someone else&#039;s Ka, or a prepared housing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Rituals ====&lt;br /&gt;
&#039;&#039;These skills provide [[Techgnosis#Rituals|rituals]] a Technopath can cast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!Skill Name &lt;br /&gt;
|Prerequisite &lt;br /&gt;
|XP Cost &lt;br /&gt;
|Effect &lt;br /&gt;
|-&lt;br /&gt;
!Request&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Summon a Basic AI&lt;br /&gt;
|-&lt;br /&gt;
!Petition&lt;br /&gt;
|Request&lt;br /&gt;
|3&lt;br /&gt;
|Summon a Advanced AI&lt;br /&gt;
|-&lt;br /&gt;
!Beseech&lt;br /&gt;
|Petition&lt;br /&gt;
|4&lt;br /&gt;
|Contact a specific Super AI you know.&lt;br /&gt;
|-&lt;br /&gt;
!Create Shell&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Animates and gives voice to a dead body using scrap. If done soon after death, temporarily brings the target back.&lt;br /&gt;
|-&lt;br /&gt;
!Empower Shell&lt;br /&gt;
|Create Shell&lt;br /&gt;
|3&lt;br /&gt;
|Empowers a created shell to house an AI. This increases the capability of the shell and potentially removes the temporary nature of the shell.&lt;br /&gt;
|-&lt;br /&gt;
!Identify&lt;br /&gt;
|Technopath&lt;br /&gt;
|2&lt;br /&gt;
|Identifies the purpose of a machine or the name and nature of a housed AI.&lt;br /&gt;
|-&lt;br /&gt;
!Form Housing&lt;br /&gt;
|Technopath&lt;br /&gt;
|4&lt;br /&gt;
|Creates a device capable of housing an AI using scrap.&lt;br /&gt;
|-&lt;br /&gt;
!Isolate&lt;br /&gt;
|Dispatch&lt;br /&gt;
|3&lt;br /&gt;
|Isolate an AI from interacting with its housing, rendering it inert. May be used to modify a housing into a trap. May also be used to reduce the effects of the housing on the AI.&lt;br /&gt;
|-&lt;br /&gt;
!Expunge&lt;br /&gt;
|Isolate&lt;br /&gt;
|3&lt;br /&gt;
|Dehouses or rehouses a resisting AI.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Robb</name></author>
	</entry>
</feed>