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	<id>https://citadel.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TSP</id>
	<title>Citadel - User contributions [en]</title>
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	<updated>2026-06-02T22:35:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Licence&amp;diff=924</id>
		<title>Licence</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Licence&amp;diff=924"/>
		<updated>2018-09-28T00:03:34Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Acknowledgments */ Expand abbreviations, add links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citadel&#039;s game and setting are licensed under a [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike] license. This license lets you remix, tweak, and build upon this work even for commercial reasons, as long as you credit and license all new creations under identical terms.&lt;br /&gt;
&lt;br /&gt;
==== Acknowledgments ====&lt;br /&gt;
&lt;br /&gt;
This game is a spiritual follower to [http://bw.camlarp.co.uk Breaking Worlds], the previous CLS system, and took a large proportion of the rules from it.&lt;br /&gt;
&lt;br /&gt;
This system took &amp;quot;Would You Kindly&amp;quot; from [http://www.deathuntodarkness.org/ Death Unto Darkness], and took the Dodge mechanics from [https://wakingnightmarelrp.wordpress.com/ Waking Nightmare].&lt;br /&gt;
&lt;br /&gt;
Citadel rules include some definitions adapted from Profound Decisions&#039; LRP system, [http://www.profounddecisions.co.uk/empire-wiki/Main_Page Empire]. &lt;br /&gt;
&lt;br /&gt;
Various rules explanations have been carried over from the former [http://www.camlarp.co.uk/Society_History#Cambridge_University_Treasure_Trap Cambridge Treasure Trap] system.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Citadel:Copyrights&amp;diff=923</id>
		<title>Citadel:Copyrights</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Citadel:Copyrights&amp;diff=923"/>
		<updated>2018-09-28T00:03:25Z</updated>

		<summary type="html">&lt;p&gt;TSP: Seems most applicable place for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Licence]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=788</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=788"/>
		<updated>2018-09-26T00:11:17Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
: &#039;&#039;Please familiarise yourself with the [[Safety|safety]] rules&lt;br /&gt;
Hit points are global; you lose at least one hit whenever you are struck. If any effect brings you below 1HP, your HP are set to 0.&lt;br /&gt;
&lt;br /&gt;
===States of Being===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Normal		&lt;br /&gt;
|You are on more than 0HP. You may use any abilities that do not explicitly say otherwise.&lt;br /&gt;
|-&lt;br /&gt;
!Dying:		&lt;br /&gt;
|You are on 0HP. You are conscious, but must fall or crouch, and are unable to move about (except for reasons of safety) and may only use abilities which are explicitly possible whilst dying. If you receive a CURE call, then you may get back up and continue on as normal. After your bleed count (normally 90s) you become Terminal. You may talk and scream dying.&lt;br /&gt;
|-&lt;br /&gt;
!Terminal: 	&lt;br /&gt;
|You’re going to die and can’t use any abilities, but you can eke out that last piece of wisdom or final scene before you go. You may not move under your own power. Healing has no effect on you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Citadel System Calls===&lt;br /&gt;
&#039;&#039;For a list of calls see [[Calls|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You may make one call per second&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ranged calls have maximum range of 10m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every weapon hit is an implicit SINGLE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every arrow hit is an implicit CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee calls require you to hit with a weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;TRIPLE&amp;quot;). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STRIKEDOWN” or *arms wide* “WIDE MUTATE”). &lt;br /&gt;
&lt;br /&gt;
You may imply a SINGLE, foregoing saying it; if you are hit by a LARP-safe weapon and no call is made, assume that the call is SINGLE. Likewise, all Arrows and Bolts deal CRUSH, it is not necessary to say this, and if you are hit by an arrow, then you must take the CRUSH call.&lt;br /&gt;
&lt;br /&gt;
In melee, you are only allowed to make one blow per second. Please do not “drumroll” by tapping your weapon quickly against the target. It is acceptable to parry and block melee blows, but please do not attempt to parry arrows; if you are lucky enough to be using a shield, you may block them. It is completely unsafe to parry arrows, for everyone near you as well as you. If you accidentally parry an arrow, please act as though it hit you.&lt;br /&gt;
&lt;br /&gt;
You may not make more than one call per second. This includes the implied SINGLE when you tap someone with your LARP-safe weapon. A single call which combines two effects, for example TRIPLE STRIKEDOWN counts as a single call.&lt;br /&gt;
&lt;br /&gt;
If two mutually incompatible calls hit you, other than EFFECT calls, then take the most recent one. If two different EFFECT calls clash, see a ref.&lt;br /&gt;
&lt;br /&gt;
=== Resistances and Tags ===&lt;br /&gt;
* &#039;&#039;&#039;Resistances require wearing a corresponding tag&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a call does not have its intended effect, the target of the call must call RESIST. This applies both in the case when the effect is entirely nullified and in the case that the effect is reduced.&lt;br /&gt;
&lt;br /&gt;
Two broad cases of resistance are common in the the system, resistance to damage and and resistance to CRUSH. These are always signposted by the target wearing a specific tag. The appropriate skill or ability may not be used if the person does not wear the corresponding tag.&lt;br /&gt;
&lt;br /&gt;
==== Nimble ====&lt;br /&gt;
The Dodge skill and similar innate abilities allow the target to call RESIST to reduce any damage call (i.e. not EFFECT, CURSE or MUTATE) to SINGLE instead. The tag informs observers that the particular person or creature seems very nimble and likely capable of dodging blows. The Nimble Tag is green.&lt;br /&gt;
&lt;br /&gt;
==== Sturdy ====&lt;br /&gt;
The Skilled Deflection skill and similar innate abilities allow someone to call RESIST to reduce CRUSH to TRIPLE instead. The corresponding tag informs observers that this creature or person is particularly sturdy and blows that would ordinarily fell the creature or person might not be as effective. The Sturdy Tag is red.&lt;br /&gt;
&lt;br /&gt;
==== Immune to Subversion ====&lt;br /&gt;
Some AI and creatures are immune to character influence and cannot be subverted. The deadlock AI are one such example. The Immunity Tag is white.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
Warriors possess a pool of inner strength called stamina they can draw on to perform heroic feats. Starting Warriors get a pool of two stamina which can be enlarged by learning appropriate skills. This pool regenerates with 30 seconds of appropriate roleplay while not in combat.&lt;br /&gt;
&lt;br /&gt;
== Non-contact combat ==&lt;br /&gt;
&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons. If you wish to attack a character played by someone who is non-contact do not strike or swing with your weapon. Instead you must be close enough to strike them, point your weapon at them and call damage as though you were striking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=787</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Combat&amp;diff=787"/>
		<updated>2018-09-26T00:10:50Z</updated>

		<summary type="html">&lt;p&gt;TSP: Add non-contact, assuming this is the same as BW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
: &#039;&#039;Please familiarise yourself with the [[Safety|safety]] rules&lt;br /&gt;
&lt;br /&gt;
Hit points are global; you lose at least one hit whenever you are struck. If any effect brings you below 1HP, your HP are set to 0.&lt;br /&gt;
&lt;br /&gt;
===States of Being===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Normal		&lt;br /&gt;
|You are on more than 0HP. You may use any abilities that do not explicitly say otherwise.&lt;br /&gt;
|-&lt;br /&gt;
!Dying:		&lt;br /&gt;
|You are on 0HP. You are conscious, but must fall or crouch, and are unable to move about (except for reasons of safety) and may only use abilities which are explicitly possible whilst dying. If you receive a CURE call, then you may get back up and continue on as normal. After your bleed count (normally 90s) you become Terminal. You may talk and scream dying.&lt;br /&gt;
|-&lt;br /&gt;
!Terminal: 	&lt;br /&gt;
|You’re going to die and can’t use any abilities, but you can eke out that last piece of wisdom or final scene before you go. You may not move under your own power. Healing has no effect on you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Citadel System Calls===&lt;br /&gt;
&#039;&#039;For a list of calls see [[Calls|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;You may make one call per second&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ranged calls have maximum range of 10m&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every weapon hit is an implicit SINGLE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every arrow hit is an implicit CRUSH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melee calls require you to hit with a weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;TRIPLE&amp;quot;). Ranged calls need you to identify the target and then follow with the rest of the call (*pointed finger* “You in the white mask, STRIKEDOWN” or *arms wide* “WIDE MUTATE”). &lt;br /&gt;
&lt;br /&gt;
You may imply a SINGLE, foregoing saying it; if you are hit by a LARP-safe weapon and no call is made, assume that the call is SINGLE. Likewise, all Arrows and Bolts deal CRUSH, it is not necessary to say this, and if you are hit by an arrow, then you must take the CRUSH call.&lt;br /&gt;
&lt;br /&gt;
In melee, you are only allowed to make one blow per second. Please do not “drumroll” by tapping your weapon quickly against the target. It is acceptable to parry and block melee blows, but please do not attempt to parry arrows; if you are lucky enough to be using a shield, you may block them. It is completely unsafe to parry arrows, for everyone near you as well as you. If you accidentally parry an arrow, please act as though it hit you.&lt;br /&gt;
&lt;br /&gt;
You may not make more than one call per second. This includes the implied SINGLE when you tap someone with your LARP-safe weapon. A single call which combines two effects, for example TRIPLE STRIKEDOWN counts as a single call.&lt;br /&gt;
&lt;br /&gt;
If two mutually incompatible calls hit you, other than EFFECT calls, then take the most recent one. If two different EFFECT calls clash, see a ref.&lt;br /&gt;
&lt;br /&gt;
=== Resistances and Tags ===&lt;br /&gt;
* &#039;&#039;&#039;Resistances require wearing a corresponding tag&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a call does not have its intended effect, the target of the call must call RESIST. This applies both in the case when the effect is entirely nullified and in the case that the effect is reduced.&lt;br /&gt;
&lt;br /&gt;
Two broad cases of resistance are common in the the system, resistance to damage and and resistance to CRUSH. These are always signposted by the target wearing a specific tag. The appropriate skill or ability may not be used if the person does not wear the corresponding tag.&lt;br /&gt;
&lt;br /&gt;
==== Nimble ====&lt;br /&gt;
The Dodge skill and similar innate abilities allow the target to call RESIST to reduce any damage call (i.e. not EFFECT, CURSE or MUTATE) to SINGLE instead. The tag informs observers that the particular person or creature seems very nimble and likely capable of dodging blows. The Nimble Tag is green.&lt;br /&gt;
&lt;br /&gt;
==== Sturdy ====&lt;br /&gt;
The Skilled Deflection skill and similar innate abilities allow someone to call RESIST to reduce CRUSH to TRIPLE instead. The corresponding tag informs observers that this creature or person is particularly sturdy and blows that would ordinarily fell the creature or person might not be as effective. The Sturdy Tag is red.&lt;br /&gt;
&lt;br /&gt;
==== Immune to Subversion ====&lt;br /&gt;
Some AI and creatures are immune to character influence and cannot be subverted. The deadlock AI are one such example. The Immunity Tag is white.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
Warriors possess a pool of inner strength called stamina they can draw on to perform heroic feats. Starting Warriors get a pool of two stamina which can be enlarged by learning appropriate skills. This pool regenerates with 30 seconds of appropriate roleplay while not in combat.&lt;br /&gt;
&lt;br /&gt;
== Non-contact combat ==&lt;br /&gt;
&lt;br /&gt;
Some people cannot be hit with a LARP weapon for OOC reasons. If you wish to attack a character played by someone who is non-contact do not strike or swing with your weapon. Instead you must be close enough to strike them, point your weapon at them and call damage as though you were striking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=775</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Refs&amp;diff=775"/>
		<updated>2018-09-24T19:58:56Z</updated>

		<summary type="html">&lt;p&gt;TSP: Correct email address, add links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|System}}&lt;br /&gt;
&lt;br /&gt;
* Robb Smith (Eurus Hamsterfey) - &#039;&#039;Head Ref&#039;&#039;&lt;br /&gt;
* Nicholas Heitler&lt;br /&gt;
* Rae Howard&lt;br /&gt;
* ‎Tomáš Pilař&lt;br /&gt;
* Ivan Slipper - &#039;&#039;Writing Ref&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to contact the Ref Team, use [mailto:larp-refs@srcf.net larp-refs@srcf.net]&lt;br /&gt;
&lt;br /&gt;
==== Buffered Contact ====&lt;br /&gt;
&lt;br /&gt;
If you have an issue that you want to raise, but want to have it filtered and buffered by a third person before reaching the ref team as a whole, for anonymity or other reasons, use [mailto:citadellarp@gmail.com citadellarp@gmail.com].&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=768</id>
		<title>Basic Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=768"/>
		<updated>2018-09-21T16:44:27Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The mutations denoted with an asterisk (*) do not have phys-rep requirements. If someone searches you please inform them you possess the relevant mutation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Mutation&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
!Antenna&lt;br /&gt;
|You may call RESIST after being told “would you kindly” once per day, ignoring the effect&lt;br /&gt;
|-&lt;br /&gt;
!Scales*&lt;br /&gt;
|You gain two extra hits from natural armour. (This is one net extra hit, since every mutation reduces base body hits by one.&lt;br /&gt;
|-&lt;br /&gt;
!Antlers&lt;br /&gt;
|You may call “RESIST” to any effect that changes your emotional state, and may choose your own response.&lt;br /&gt;
|-&lt;br /&gt;
!Gills&lt;br /&gt;
|You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Eye&lt;br /&gt;
|You count as an additional participant in any Communion. You require an extra 30s to regain Focus.&lt;br /&gt;
|-&lt;br /&gt;
!Green skin*&lt;br /&gt;
|Wear a tag, you may treat CRUSH as TRIPLE REPEL (and call RESIST)&lt;br /&gt;
|-&lt;br /&gt;
!Horns&lt;br /&gt;
|Once per Encounter, you may call MASS REPEL&lt;br /&gt;
|-&lt;br /&gt;
!Tail&lt;br /&gt;
|RESIST up to three calls of STRIKEDOWN per encounter&lt;br /&gt;
|-&lt;br /&gt;
!Fur*&lt;br /&gt;
|The first wound you take (per uptime) has no effect, tell this to whoever gives it to you&lt;br /&gt;
|-&lt;br /&gt;
!Claws&lt;br /&gt;
|You may make one call of TRIPLE with a strike per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit to make the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Phys-rep caveats ===&lt;br /&gt;
&lt;br /&gt;
If your claws are LARP-safe and passed weapons check you may make melee strikes with them - they count as short weapons. You may wield a weapon and use claws on the other hand without the [[Skills#Weapon_Proficiency|Ambidexterity]] skill. You may not parry with claws (it’s unsafe).&lt;br /&gt;
&lt;br /&gt;
You may have the physical look of any of these mutations without the effect or cost.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=767</id>
		<title>Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Mutations&amp;diff=767"/>
		<updated>2018-09-21T16:40:47Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|Distracted for a moment, I place both hands on the floor and breathe through the distracting tingling that still plays across my right arm. I stare at the four claws where my fingers used to be, and at the matted fur riding up towards my elbow. Tentatively, I wave my claws, feeling the motion in each one. Using the longest, what used to be my index finger, I fish out the aim of this entire venture, and deftly parcel the meat for carrying with my left hand.}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also the [[Basic_Mutations|list of Basic Mutations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to possess the same mutation more than once.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dead-strains may not mutate.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Players may choose to replace a mutation rather than gain a new one.&#039;&#039;&#039;&lt;br /&gt;
&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. Advanced ones always will, and if you’re aiming for a particular one, let refs know in advance. 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;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=741</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Safety&amp;diff=741"/>
		<updated>2018-09-21T15:01:56Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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;
The following list contains things that people often forget about, but which are useful to bear in mind.  It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don’t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don’t lie on the floor behind people.  If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Template:RulesList&amp;diff=740</id>
		<title>Template:RulesList</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Template:RulesList&amp;diff=740"/>
		<updated>2018-09-21T15:01:46Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part of a series about Citadel Rules&#039;&#039;&#039;&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
** [[Safety]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Psionics]]&lt;br /&gt;
* [[Techgnosis]]&lt;br /&gt;
* [[Mutations]]&lt;br /&gt;
** [[Basic Mutations]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
* [[Equipment]]&lt;br /&gt;
* [[Wounds]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Template:SystemList&amp;diff=739</id>
		<title>Template:SystemList</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Template:SystemList&amp;diff=739"/>
		<updated>2018-09-21T15:01:21Z</updated>

		<summary type="html">&lt;p&gt;TSP: Add safety&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part of a series about the Citadel LRP system&#039;&#039;&#039;&lt;br /&gt;
* [[The Citadel LRP|Main Page]]&lt;br /&gt;
* [[Summary and Design]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Look and Feel]]&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Refs|Ref Team]]&lt;br /&gt;
[[Category:System]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=738</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=738"/>
		<updated>2018-09-21T14:56:30Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Limits to Defining Your Tribe */ Pretty sure this is what was meant, not what it&amp;#039;s been changed to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided some examples [[Current Tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
When designing your own Tribe, bear in mind two things; the flavour of the overall setting, and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&#039;&#039;You can find a wiki framework page for a new tribe [[Tribe/Framework|here]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
**Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
**As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned on the [[Religion|Religion and Spirituality]] page, no religion is allowed to parody real-world religion, or to mimic it closely enough to be recognisable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual actionable contact with any deity they choose to worship. Religion and spirituality in Outlook is intimate and personal. People are unlikely to believe your claims that you can speak with the [[Shaper]]. Obvious exceptions are worshipping natural phenomenons, Advanced AIs and similar tangible features of the world. Please speak with refs if this is confusing and you are unsure.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their Ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=599</id>
		<title>Outlook</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Outlook&amp;diff=599"/>
		<updated>2018-09-20T11:31:40Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Habitation in the Outlook */&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 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=598</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=598"/>
		<updated>2018-09-20T11:26:59Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
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  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
   float: right;&lt;br /&gt;
   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media only screen and (max-width:600px) {&lt;br /&gt;
  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    width: 10em;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=597</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=597"/>
		<updated>2018-09-20T11:24:02Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=596</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=596"/>
		<updated>2018-09-20T11:21:04Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Overall site look */&lt;br /&gt;
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      background-color: #69674f;&lt;br /&gt;
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  line-height: 1.4em;&lt;br /&gt;
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&lt;br /&gt;
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  display: none;&lt;br /&gt;
}&lt;br /&gt;
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  display: table;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.3em 0.3em 0 0.3em;&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
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  font-size: 1.2em;&lt;br /&gt;
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  text-align: center;&lt;br /&gt;
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&lt;br /&gt;
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  list-style-image: none;&lt;br /&gt;
  padding-left: 0;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content-text .toc ul ul, #mw-content-text .categorybox ul ul {&lt;br /&gt;
  margin: 0 0 0 1em;&lt;br /&gt;
  font-size: 90%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tocnumber {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
   float: right;&lt;br /&gt;
   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media only screen and (max-width:600px) {&lt;br /&gt;
  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    width: 10em;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=595</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=595"/>
		<updated>2018-09-20T11:19:49Z</updated>

		<summary type="html">&lt;p&gt;TSP: Try out fixed navigation bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Overall site look */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
      background-attachment: fixed;&lt;br /&gt;
      background-position: 0% 30%;&lt;br /&gt;
      background-size:180vw;&lt;br /&gt;
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   width: 200px;&lt;br /&gt;
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		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=The_Citadel_LRP&amp;diff=594</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=594"/>
		<updated>2018-09-20T11:13:30Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* 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 and a testimony of 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 the new Citadel, 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Sample_Advanced_AIs&amp;diff=593</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=593"/>
		<updated>2018-09-20T11:13:16Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Melody */&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 housed in quite a battered, handmade looking Black Box- 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;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=592</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=592"/>
		<updated>2018-09-20T11:11:36Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Limits to Defining Your Tribe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current_tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
*Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
*As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned on the [[Religion|Religion and Spirituality]] page, no religion is allowed to parody real-world religion, or to mimic it closely enough to be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship - unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=591</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=591"/>
		<updated>2018-09-20T11:11:13Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Limits to Defining Your Tribe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current_tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*[http://www.camlarp.co.uk/Equality_and_diversity THE E&amp;amp;D POLICY.]&lt;br /&gt;
*Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
*As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned in the section on [[Religion and Spirituality]], no religion is allowed to parody real-world religion, or to mimic it closely enough to be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship - unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an [[AI#Advanced_AIs|Advanced AI]], with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=590</id>
		<title>Creating Your Tribe</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creating_Your_Tribe&amp;diff=590"/>
		<updated>2018-09-20T11:08:48Z</updated>

		<summary type="html">&lt;p&gt;TSP: /* Questions for Defining your Tribe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes}}&lt;br /&gt;
When you make your character, we’d like you to define the Tribe you come from. We’ve provided 3 examples [[Current_tribes|here]], and if people contact us with ideas for their Tribe which they don’t mind other PCs coming from, we’ll make them available to choose from there as well. &lt;br /&gt;
&lt;br /&gt;
If you like, you can design your own Tribe. When designing your own Tribe, bear in mind two things; the [[setting]], and the limits of the system. &lt;br /&gt;
&lt;br /&gt;
Your Tribe will not have access to anything unique, except an advanced AI, a natural feature, or both.&lt;br /&gt;
&lt;br /&gt;
===Questions for Defining your Tribe===&lt;br /&gt;
&lt;br /&gt;
The following seven question types are what we would like answered for the defining of tribes.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Quick Summary:&#039;&#039;&#039; At its core, in 3 short phrases, how would I describe this Tribe?&lt;br /&gt;
#&#039;&#039;&#039;Formation:&#039;&#039;&#039; Who makes up the Tribe? Is it large, or small? Are both strains represented in it?&lt;br /&gt;
#&#039;&#039;&#039;Leadership:&#039;&#039;&#039; How is the Tribe governed? Is there a single leader, or is it rule by democracy? Does one strain prevail? Is an AI involved in leadership decisions?&lt;br /&gt;
#&#039;&#039;&#039;Reputation:&#039;&#039;&#039; How is your Tribe perceived? Are they thought of as warring, or peaceful, extroverted or introverted? This links to everything else, but is very important.&lt;br /&gt;
#&#039;&#039;&#039;Religion:&#039;&#039;&#039; What do members of your Tribe believe in, and how do they worship it? Is there something about the nature of their belief which is different from all the other Tribes?&lt;br /&gt;
#&#039;&#039;&#039;Defining Trait:&#039;&#039;&#039; What makes this group special? This can be quite small (the Mutati) or make a big change to playing from these groups (the Cartographers and the Diamond). Please bear in mind the aforementioned limits when defining this.&lt;br /&gt;
#&#039;&#039;&#039;Aesthetic:&#039;&#039;&#039; Although the idea of “uniform” is long dead, what accessory, or colour, links members of your Tribe?&lt;br /&gt;
&lt;br /&gt;
===Limits to Defining Your Tribe===&lt;br /&gt;
&lt;br /&gt;
*THE E&amp;amp;D POLICY.&lt;br /&gt;
*Your Tribe cannot show prejudice based on sex, gender, transgender status, sexual or romantic orientation, race, or disability.&lt;br /&gt;
*As a rule of thumb, your Tribe should not discriminate on the grounds of any characteristic which is also the basis of OC discrimination, but if you are in any doubt as to whether your ideas will violate this policy, feel free to chat to a ref about this.&lt;br /&gt;
*As mentioned in the section on [[Belief_Systems|Belief Systems]] no religion is allowed to parody real-world religion, or to mimic it closely enough to be distinguishable at a glance.&lt;br /&gt;
*They aren’t slavers. They can be rowdy, and have a defined feud, but slavery does not happen in the outlook.&lt;br /&gt;
*They can have a feud, and they might be quite willing to raid, but remember that a Tribe that is consistently aggressive will find itself in trouble quickly.&lt;br /&gt;
*No mimicking of characteristics from real world ethnically defined Tribes.&lt;br /&gt;
*No cannibalism; this is a system decision that cannibalism is not going to be one of the narrative devices we will be playing with.&lt;br /&gt;
*They can’t have actual contact with any deity they choose to worship- unless it is a natural phenomenon/AI, or they simply believe they have had dreams.&lt;br /&gt;
*Although you may define an Advanced AI, with ref approval, and say whether it partially houses or is unhoused, you may not declare that your PC is going to get an Advanced AI housed in their ka. That’s the type of thing we want your character arc to centre on.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=589</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=589"/>
		<updated>2018-09-20T11:07:19Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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; inside the Citadel, 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;
AI are varied, but they tend towards several behavioural trends. Many AI like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AI also dislike venturing outside the Outlook.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=588</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=588"/>
		<updated>2018-09-20T11:06:48Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|World|Technology|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; inside the Citadel, 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;
AI are varied, but they tend towards several behavioural trends. Many AI like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AI also dislike venturing outside the Outlook.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Skills&amp;diff=587</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Skills&amp;diff=587"/>
		<updated>2018-09-20T10:58:07Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IC|In a world where humans have lost the secrets of science and technology, they cling to mutant powers and artificial intelligences to help them thrive in the Outlook. Ancient materials and new possibilities collide as exploring The Citadel offers up opportunities even to those who have completely forsworn the ways of the fallen civilisation. But these same wonders offer new dangers, as they discover what was once hidden inside...}}&lt;br /&gt;
&lt;br /&gt;
{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
===Basic Skills===&lt;br /&gt;
{{:Skills/Basic}}&lt;br /&gt;
&lt;br /&gt;
==== Not available at start ====&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;
!Robust Ka&lt;br /&gt;
|Dead-Strain&lt;br /&gt;
|2&lt;br /&gt;
|Can house an Advanced AI&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warrior Skills ===&lt;br /&gt;
{{:Skills/Warrior}}&lt;br /&gt;
&lt;br /&gt;
=== Techgnosis Skills ===&lt;br /&gt;
{{:Skills/Techgnosis}}&lt;br /&gt;
&lt;br /&gt;
=== Psionic Skills ===&lt;br /&gt;
{{:Skills/Psionic}}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=586</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=586"/>
		<updated>2018-09-20T10:56:53Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
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  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
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   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
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@media only screen and (max-width:600px) {&lt;br /&gt;
  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    width: 10em;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=585</id>
		<title>Basic Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=585"/>
		<updated>2018-09-20T10:54:10Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
==== Antenna ====&lt;br /&gt;
You may call RESIST after being told “would you kindly” once per day, ignoring the effect&lt;br /&gt;
&lt;br /&gt;
==== Scales[[#Phys-rep_caveats|*]] ====&lt;br /&gt;
You gain two extra hits from natural armour. (This is one net extra hit, since every mutation reduces base body hits by one.)&lt;br /&gt;
&lt;br /&gt;
==== Antlers ====&lt;br /&gt;
You may call “RESIST” to any effect that changes your emotional state, and may choose your own response.&lt;br /&gt;
&lt;br /&gt;
==== Gills ====&lt;br /&gt;
You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air.&lt;br /&gt;
&lt;br /&gt;
==== Extra Eye ====&lt;br /&gt;
You count as an additional participant in any Communion. You require an extra 30s to regain Focus.&lt;br /&gt;
&lt;br /&gt;
==== Green skin[[#Phys-rep_caveats|*]] ====&lt;br /&gt;
Wear a tag, you may treat CRUSH as TRIPLE REPEL (and call RESIST)&lt;br /&gt;
&lt;br /&gt;
==== Horns ====&lt;br /&gt;
Once per Encounter, you may call MASS REPEL&lt;br /&gt;
&lt;br /&gt;
==== Tail ====&lt;br /&gt;
RESIST up to three calls of STRIKEDOWN per encounter&lt;br /&gt;
&lt;br /&gt;
====Fur[[#Phys-rep_caveats|*]]====&lt;br /&gt;
The first wound you take (per uptime) has no effect, tell this to whoever gives it to you&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
You may make one call of TRIPLE per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit with the call.&lt;br /&gt;
&lt;br /&gt;
If you wear LARP-safe claws, you may make melee calls with them but you may not claw-parry (it’s unsafe). The claws should pass weapon-check. Claws count as short weapons. This allows you to fight with a weapon in the other hand without the [[Skills#Weapon_Proficiency|Ambidexterity]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Phys-rep caveats ===&lt;br /&gt;
&lt;br /&gt;
You may have the physical look of any of these mutations without the effect or cost.&lt;br /&gt;
&lt;br /&gt;
The starred (*) mutations do not have phys-rep requirements. If someone declares that they are searching you, then please inform them you possess the relevant mutation (e.g. “You find scales”).&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=584</id>
		<title>Basic Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=584"/>
		<updated>2018-09-20T10:52:54Z</updated>

		<summary type="html">&lt;p&gt;TSP: Clarify wording a little.  Link from stars to relevant page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
==== Antenna ====&lt;br /&gt;
You may call RESIST after being told “would you kindly” once per day, ignoring the effect&lt;br /&gt;
&lt;br /&gt;
==== Scales[[#Phys-rep_caveats|*]] ====&lt;br /&gt;
You gain two extra hits from natural armour. (This is one net extra hit, since every mutation reduces base body hits by one.)&lt;br /&gt;
&lt;br /&gt;
==== Antlers ====&lt;br /&gt;
You may call “RESIST” to any effect that changes your emotional state, and may choose your own response.&lt;br /&gt;
&lt;br /&gt;
==== Gills ====&lt;br /&gt;
You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air.&lt;br /&gt;
&lt;br /&gt;
==== Extra Eye ====&lt;br /&gt;
You count as an additional participant in any Communion. You require an extra 30s to regain Focus.&lt;br /&gt;
&lt;br /&gt;
==== Green skin[[#Phys-rep_caveats|*]] ====&lt;br /&gt;
Wear a tag, you may treat CRUSH as TRIPLE REPEL (and call RESIST)&lt;br /&gt;
&lt;br /&gt;
==== Horns ====&lt;br /&gt;
Once per Encounter, you may call MASS REPEL&lt;br /&gt;
&lt;br /&gt;
==== Tail ====&lt;br /&gt;
RESIST up to three calls of STRIKEDOWN per encounter&lt;br /&gt;
&lt;br /&gt;
====Fur[[#Phys-rep_caveats|*]]====&lt;br /&gt;
The first wound you take (per uptime) has no effect, tell this to whoever gives it to you&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
You may make one call of TRIPLE per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit with the call.&lt;br /&gt;
&lt;br /&gt;
If you wear LARP-safe claws, you may make melee calls with them but you may not claw-parry (it’s unsafe). The claws should pass weapon-check. Claws count as short weapons. This allows you to fight with a weapon in the other hand without the [[Ambidexterity]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Phys-rep caveats ===&lt;br /&gt;
&lt;br /&gt;
You may have the physical look of any of these mutations without the effect or cost.&lt;br /&gt;
&lt;br /&gt;
The starred (*) mutations do not have phys-rep requirements. If someone declares that they are searching you, then please inform them you possess the relevant mutation (e.g. “You find scales”).&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=583</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=583"/>
		<updated>2018-09-20T10:41:00Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
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      background-attachment: fixed;&lt;br /&gt;
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      background-size:180vw;&lt;br /&gt;
      background-image: url(http://citadel.camlarp.co.uk/w/images/5/59/38338630751_7851c952eb_o_smaller.jpg);&lt;br /&gt;
      background-color: #69674f;&lt;br /&gt;
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  line-height: 1.4em;&lt;br /&gt;
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&lt;br /&gt;
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  display: none;&lt;br /&gt;
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  display: table;&lt;br /&gt;
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}&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
   float: right;&lt;br /&gt;
   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    width: 10em;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=582</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=582"/>
		<updated>2018-09-20T10:17:40Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Overall site look */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
      background-attachment: fixed;&lt;br /&gt;
      background-position: 0% 30%;&lt;br /&gt;
      background-size:180vw;&lt;br /&gt;
      background-image: url(http://citadel.camlarp.co.uk/w/images/5/59/38338630751_7851c952eb_o_smaller.jpg);&lt;br /&gt;
      background-color: #69674f;&lt;br /&gt;
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&lt;br /&gt;
footer {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1,h2,h3,h4,h5,h6 { &lt;br /&gt;
  font-family: Abel, sans-serif;&lt;br /&gt;
  margin-top: 0.5em;&lt;br /&gt;
  margin-bottom: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1 span, h2 span, h3 span, h4 span, h5 span, h6 span {&lt;br /&gt;
  display: inline&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p {&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a {&lt;br /&gt;
  color: #008970;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
  width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Top bar */&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 {&lt;br /&gt;
  font-size: 1.7em&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 a:hover {&lt;br /&gt;
  text-shadow: 0px 0px 10px white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar li.hover&amp;gt;a {&lt;br /&gt;
  text-shadow: 0px 0px 10px #f7ffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Page titles */&lt;br /&gt;
&lt;br /&gt;
h2.title {&lt;br /&gt;
  font-size: 3em;&lt;br /&gt;
  border-bottom: 1px black solid;&lt;br /&gt;
  text-shadow: 3px 0px 0px white, -3px 0px 0px white,5px 0px 0px white, -5px 0px 0px white;&lt;br /&gt;
  padding-right: 2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h3#tagline {&lt;br /&gt;
  text-align: right;&lt;br /&gt;
  margin-top: -1.7em;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-family: Play;&lt;br /&gt;
  padding-right: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* IC content boxes */&lt;br /&gt;
&lt;br /&gt;
div.wrap {&lt;br /&gt;
  padding: 15px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.small {&lt;br /&gt;
  max-width: 500px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.ic {&lt;br /&gt;
  text-align: justify;&lt;br /&gt;
  background-color: #2ba6cb0f; &lt;br /&gt;
  padding: .3em 1em; &lt;br /&gt;
  color: #333; &lt;br /&gt;
  font-family: Play, sans-serif; &lt;br /&gt;
  font-weight: 700; &lt;br /&gt;
  line-height: 20px;&lt;br /&gt;
  margin: 1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Image thumbnails */&lt;br /&gt;
&lt;br /&gt;
div.thumb {&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  color: #333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tright {&lt;br /&gt;
  margin-left: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tleft {&lt;br /&gt;
  margin-right: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.thumb div.thumbinner img {&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-content-ltr .thumbcaption {&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Table of contents and Series boxes */&lt;br /&gt;
&lt;br /&gt;
.toctoggle {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc,.categorybox  {&lt;br /&gt;
  display: table;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.3em 0.3em 0 0.3em;&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
  width: 200px;&lt;br /&gt;
  max-width: 18em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc #toctitle h2 {&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
  padding-top: 0;&lt;br /&gt;
  margin-top: 0;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.categorybox p {&lt;br /&gt;
  line-height: 1.2em;&lt;br /&gt;
  padding: 0 0.2em;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  font-family: Abel, sans-serif;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content-text .toc ul, #mw-content-text .categorybox ul {&lt;br /&gt;
  list-style-image: none;&lt;br /&gt;
  padding-left: 0;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content-text .toc ul ul, #mw-content-text .categorybox ul ul {&lt;br /&gt;
  margin: 0 0 0 1em;&lt;br /&gt;
  font-size: 90%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tocnumber {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
   float: right;&lt;br /&gt;
   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media only screen and (max-width:600px) {&lt;br /&gt;
  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    width: 10em;&lt;br /&gt;
    font-size: 0.9em;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=581</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=581"/>
		<updated>2018-09-20T10:15:06Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Overall site look */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
      background-attachment: fixed;&lt;br /&gt;
      background-position: 0% 30%;&lt;br /&gt;
      background-size:180vw;&lt;br /&gt;
      background-image: url(http://citadel.camlarp.co.uk/w/images/5/59/38338630751_7851c952eb_o_smaller.jpg);&lt;br /&gt;
      background-color: #69674f;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
#page-content {&lt;br /&gt;
   width: 800px;&lt;br /&gt;
   min-width: 70%;&lt;br /&gt;
   max-width: 100%;&lt;br /&gt;
   background: white;&lt;br /&gt;
   margin: -45px auto;&lt;br /&gt;
   padding: 45px 6px 6px;&lt;br /&gt;
   min-height: 100vh;&lt;br /&gt;
   box-shadow: 0px 0px 10px 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
footer {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1,h2,h3,h4,h5,h6 { &lt;br /&gt;
  font-family: Abel, sans-serif;&lt;br /&gt;
  margin-top: 0.5em;&lt;br /&gt;
  margin-bottom: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1 span, h2 span, h3 span, h4 span, h5 span, h6 span {&lt;br /&gt;
  display: inline&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p {&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a {&lt;br /&gt;
  color: #008970;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
  width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Top bar */&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 {&lt;br /&gt;
  font-size: 1.7em&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 a:hover {&lt;br /&gt;
  text-shadow: 0px 0px 10px white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar li.hover&amp;gt;a {&lt;br /&gt;
  text-shadow: 0px 0px 10px #f7ffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Page titles */&lt;br /&gt;
&lt;br /&gt;
h2.title {&lt;br /&gt;
  font-size: 3em;&lt;br /&gt;
  border-bottom: 1px black solid;&lt;br /&gt;
  text-shadow: 3px 0px 0px white, -3px 0px 0px white,5px 0px 0px white, -5px 0px 0px white;&lt;br /&gt;
  padding-right: 2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h3#tagline {&lt;br /&gt;
  text-align: right;&lt;br /&gt;
  margin-top: -1.7em;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-family: Play;&lt;br /&gt;
  padding-right: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* IC content boxes */&lt;br /&gt;
&lt;br /&gt;
div.wrap {&lt;br /&gt;
  padding: 15px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.small {&lt;br /&gt;
  max-width: 500px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.ic {&lt;br /&gt;
  text-align: justify;&lt;br /&gt;
  background-color: #2ba6cb0f; &lt;br /&gt;
  padding: .3em 1em; &lt;br /&gt;
  color: #333; &lt;br /&gt;
  font-family: Play, sans-serif; &lt;br /&gt;
  font-weight: 700; &lt;br /&gt;
  line-height: 20px;&lt;br /&gt;
  margin: 1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Image thumbnails */&lt;br /&gt;
&lt;br /&gt;
div.thumb {&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  color: #333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tright {&lt;br /&gt;
  margin-left: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tleft {&lt;br /&gt;
  margin-right: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.thumb div.thumbinner img {&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-content-ltr .thumbcaption {&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Table of contents and Series boxes */&lt;br /&gt;
&lt;br /&gt;
.toctoggle {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc,.categorybox  {&lt;br /&gt;
  display: table;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.3em 0.3em 0 0.3em;&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
  width: 200px;&lt;br /&gt;
  max-width: 18em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc #toctitle h2 {&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
  padding-top: 0;&lt;br /&gt;
  margin-top: 0;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.categorybox p {&lt;br /&gt;
  line-height: 1.2em;&lt;br /&gt;
  padding: 0 0.2em;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  font-family: Abel, sans-serif;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content-text .toc ul, #mw-content-text .categorybox ul {&lt;br /&gt;
  list-style-image: none;&lt;br /&gt;
  padding-left: 0;&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content-text .toc ul ul, #mw-content-text .categorybox ul ul {&lt;br /&gt;
  margin: 0 0 0 1em;&lt;br /&gt;
  font-size: 90%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tocnumber {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Category Container */&lt;br /&gt;
#categories_container {&lt;br /&gt;
   width: 200px;&lt;br /&gt;
   max-width: 30vw;&lt;br /&gt;
   float: right;&lt;br /&gt;
   margin-left: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media only screen and (max-width:600px) {&lt;br /&gt;
  #categories_container, .toc,.categorybox  { &lt;br /&gt;
    display: block;&lt;br /&gt;
    float: none;&lt;br /&gt;
    width: auto;&lt;br /&gt;
    max-width: none;&lt;br /&gt;
    min-width: none;&lt;br /&gt;
    margin-left: 0;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=580</id>
		<title>MediaWiki:Foreground.css</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Foreground.css&amp;diff=580"/>
		<updated>2018-09-20T10:13:48Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Overall site look */&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
      background-attachment: fixed;&lt;br /&gt;
      background-position: 0% 30%;&lt;br /&gt;
      background-size:180vw;&lt;br /&gt;
      background-image: url(http://citadel.camlarp.co.uk/w/images/5/59/38338630751_7851c952eb_o_smaller.jpg);&lt;br /&gt;
      background-color: #69674f;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
#page-content {&lt;br /&gt;
   width: 800px;&lt;br /&gt;
   min-width: 70%;&lt;br /&gt;
   max-width: 100%;&lt;br /&gt;
   background: white;&lt;br /&gt;
   margin: -45px auto;&lt;br /&gt;
   padding: 45px 6px 6px;&lt;br /&gt;
   min-height: 100vh;&lt;br /&gt;
   box-shadow: 0px 0px 10px 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
footer {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1,h2,h3,h4,h5,h6 { &lt;br /&gt;
  font-family: Abel, sans-serif;&lt;br /&gt;
  margin-top: 0.5em;&lt;br /&gt;
  margin-bottom: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1 span, h2 span, h3 span, h4 span, h5 span, h6 span {&lt;br /&gt;
  display: inline&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
p {&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a {&lt;br /&gt;
  color: #008970;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table {&lt;br /&gt;
  width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Top bar */&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 {&lt;br /&gt;
  font-size: 1.7em&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar .name h1 a:hover {&lt;br /&gt;
  text-shadow: 0px 0px 10px white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.top-bar li.hover&amp;gt;a {&lt;br /&gt;
  text-shadow: 0px 0px 10px #f7ffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Page titles */&lt;br /&gt;
&lt;br /&gt;
h2.title {&lt;br /&gt;
  font-size: 3em;&lt;br /&gt;
  border-bottom: 1px black solid;&lt;br /&gt;
  text-shadow: 3px 0px 0px white, -3px 0px 0px white,5px 0px 0px white, -5px 0px 0px white;&lt;br /&gt;
  padding-right: 10em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h3#tagline {&lt;br /&gt;
  height: 0px;&lt;br /&gt;
  text-align: right;&lt;br /&gt;
  margin-top: -1.7em;&lt;br /&gt;
  font-style: normal;&lt;br /&gt;
  font-family: Play;&lt;br /&gt;
  padding-right: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* IC content boxes */&lt;br /&gt;
&lt;br /&gt;
div.wrap {&lt;br /&gt;
  padding: 15px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  display: table;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.small {&lt;br /&gt;
  max-width: 500px;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.ic {&lt;br /&gt;
  text-align: justify;&lt;br /&gt;
  background-color: #2ba6cb0f; &lt;br /&gt;
  padding: .3em 1em; &lt;br /&gt;
  color: #333; &lt;br /&gt;
  font-family: Play, sans-serif; &lt;br /&gt;
  font-weight: 700; &lt;br /&gt;
  line-height: 20px;&lt;br /&gt;
  margin: 1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Image thumbnails */&lt;br /&gt;
&lt;br /&gt;
div.thumb {&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.5em;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  color: #333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tright {&lt;br /&gt;
  margin-left: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tleft {&lt;br /&gt;
  margin-right: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.thumb div.thumbinner img {&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-content-ltr .thumbcaption {&lt;br /&gt;
  line-height: 1.4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Table of contents and Series boxes */&lt;br /&gt;
&lt;br /&gt;
.toctoggle {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc,.categorybox  {&lt;br /&gt;
  display: table;&lt;br /&gt;
  font-size: 0.85em;&lt;br /&gt;
  border: 1px #ccc solid;&lt;br /&gt;
  background: #2ba6cb0f;&lt;br /&gt;
  padding: 0.3em 0.3em 0 0.3em;&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
  width: 200px;&lt;br /&gt;
  max-width: 18em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc #toctitle h2 {&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=579</id>
		<title>MediaWiki:Tagline</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=579"/>
		<updated>2018-09-20T10:07:15Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citadel LRP&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=578</id>
		<title>MediaWiki:Tagline</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=578"/>
		<updated>2018-09-20T10:06:43Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;a href=&#039;/&#039;&amp;gt;Citadel LRP&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=577</id>
		<title>MediaWiki:Tagline</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=MediaWiki:Tagline&amp;diff=577"/>
		<updated>2018-09-20T10:05:47Z</updated>

		<summary type="html">&lt;p&gt;TSP: Created page with &amp;quot;Citadel LRP&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Citadel LRP|Citadel LRP]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=576</id>
		<title>Basic Mutations</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Basic_Mutations&amp;diff=576"/>
		<updated>2018-09-19T21:49:04Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&lt;br /&gt;
==== Antenna ====&lt;br /&gt;
You may call RESIST after being told “would you kindly” once per day, ignoring the effect&lt;br /&gt;
&lt;br /&gt;
==== Scales* ====&lt;br /&gt;
You gain two extra hits from natural armour. (this is reduced to net extra hit since every mutation reduces base body hits by one)&lt;br /&gt;
&lt;br /&gt;
==== Antlers ====&lt;br /&gt;
You may call “RESIST” to any effect that changes your emotional state, and may choose your own response.&lt;br /&gt;
&lt;br /&gt;
==== Gills ====&lt;br /&gt;
You may “DETECT NATURE” or “DETECT STRAIN” with 10s of interaction no more than once per five minutes, as you filter scents through the air.&lt;br /&gt;
&lt;br /&gt;
==== Extra Eye ====&lt;br /&gt;
You count as an additional participant in any Communion. You require an extra 30s to regain Focus.&lt;br /&gt;
&lt;br /&gt;
==== Green skin* ====&lt;br /&gt;
Wear a tag, you may treat CRUSH as TRIPLE REPEL (and call RESIST)&lt;br /&gt;
&lt;br /&gt;
==== Horns ====&lt;br /&gt;
Once per Encounter, you may call MASS REPEL&lt;br /&gt;
&lt;br /&gt;
==== Tail ====&lt;br /&gt;
RESIST up to three calls of STRIKEDOWN per encounter&lt;br /&gt;
&lt;br /&gt;
====Fur*====&lt;br /&gt;
The first wound you take (per uptime) has no effect, tell this to whoever gives it to you&lt;br /&gt;
&lt;br /&gt;
====Claws====&lt;br /&gt;
You may make one call of TRIPLE per encounter. You do not need to strike with the phys-rep for this call, but you still need to land a melee hit with the call.&lt;br /&gt;
&lt;br /&gt;
If you wear LARP-safe claws, you may make melee calls with them but you may not claw-parry (it’s unsafe). The claws should pass weapon-check. Claws count as short weapons. This allows you to fight with a weapon in the other hand without the [[Ambidexterity]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Phys-rep caveats ====&lt;br /&gt;
&lt;br /&gt;
Bear in mind that you may have the physical look of any of these mutations without the effect or cost. &lt;br /&gt;
&lt;br /&gt;
The three starred (*) mutations do not have phys-rep requirements. If someone declares that they are searching you, then please inform them you possess the relevant mutation (e.g. “You find scales”).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Template:RulesList&amp;diff=575</id>
		<title>Template:RulesList</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Template:RulesList&amp;diff=575"/>
		<updated>2018-09-19T21:48:40Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part of a series about Citadel Rules&#039;&#039;&#039;&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Psionics]]&lt;br /&gt;
* [[Techgnosis]]&lt;br /&gt;
* [[Mutations]]&lt;br /&gt;
** [[Basic Mutations]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
* [[Equipment]]&lt;br /&gt;
* [[Wounds]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=574</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=574"/>
		<updated>2018-09-19T21:39:09Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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 couple of days at most 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 AI outside the Citadel talk with respect of the AI inside&lt;br /&gt;
&lt;br /&gt;
==== Adventure ====&lt;br /&gt;
Additionally, 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;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=573</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=573"/>
		<updated>2018-09-19T21:38:27Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|World|Technology|People}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&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; inside the Citadel, 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;
AI are varied, but they tend towards several behavioural trends. Many AI like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AI also dislike venturing outside the Outlook.&lt;br /&gt;
&lt;br /&gt;
Housed AIs always induce a 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Literacy&amp;diff=572</id>
		<title>Literacy</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Literacy&amp;diff=572"/>
		<updated>2018-09-19T21:37:59Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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. (Need to get some mirrors then) 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Religion&amp;diff=571</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Religion&amp;diff=571"/>
		<updated>2018-09-19T21:37:25Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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;
==== AI ====&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 AI 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 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=570</id>
		<title>Strains</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Strains&amp;diff=570"/>
		<updated>2018-09-19T21:37:06Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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 have mutated into a “stable” state. They cannot be Psionicists, but can be involved in the Communions of Psionicists. They cannot mutate in play.&lt;br /&gt;
Gene-strains have mutated, they are unstable; they can mutate into different forms. They cannot be Technopaths; although AIs dislike them, they can have AIs bound into their “ka”.&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 AI 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 AI, 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Tribes&amp;diff=569</id>
		<title>Tribes</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Tribes&amp;diff=569"/>
		<updated>2018-09-19T21:31:06Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Tribes|People}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tribes]][[Category:The Outlook]]&lt;br /&gt;
&lt;br /&gt;
The basic unit of community in the Outlook is “The Tribe”. Tribes are groups of 3-40 individuals, often tied by bonds such as blood, love, or ideology. Larger Tribes are likely to be primarily composed of a few families, and will have more entrenched structures; they may be longstanding. Smaller Tribes are more likely to be newly formed, as people strike out on their own to form new groupings based on the factors above.&lt;br /&gt;
&lt;br /&gt;
The Tribes have co-existed in and around the surrounds of the Outlook for generations. This leads to a minimum of territoriality and outfighting, although the occasional conflict is not unheard of. Every so often a Warmaster, Queen, Emperor, or some other Appellation attempts to unite several Tribes under their control, but it has yet to really take; often the Tribes join together for a short while in face of the threat, then disband just as quickly, preferring their own traditions to the subjugation necessary to being part of an empire. Mostly this joining together comes in the face of a would be conqueror from outside the Outlook, or to fight off a particularly dangerous wave of beasts.&lt;br /&gt;
&lt;br /&gt;
====Relationships Between Tribes====&lt;br /&gt;
&lt;br /&gt;
Leaving a Tribe is not usually considered an act of hatred, although it may be source of enmity if you wish it to be; children often move away from the Tribe of their parents, and the lack of warfare means that few “Montagues and Capulets” situations develop.&lt;br /&gt;
&lt;br /&gt;
The Tribes enjoy their peace, and they find few reasons for violent conflict. Resources are not all that scarce in the Outlook, and the food that can be gathered often isn’t enough to keep long enough to make a store, so anything resembling a military campaign is near to impossible. &lt;br /&gt;
&lt;br /&gt;
Tribes may have ideological disagreements, but these seldom escalate to feuds, perhaps because it is recognised that those groups who show the most aggression are often targeted by a gathering of other Tribes. However, it isn’t that uncommon for someone’s older relatives to say that the next door Tribe has a well known habit of an annoying trait, based on the actions of one relative many years ago- broad stereotyping rather than active dislike. For example- It isn’t a surprise that Jeni Pilcher has such a habit of snatching kills; her grandfather was well known for hogging far too much of the beef and feasts, and you know what people like THAT are like.&lt;br /&gt;
&lt;br /&gt;
Slavery is not a concept that has been developed in the Outlook, so the idea of fighting for humans as resources does not either. To an outside observer, versed in statistics and anthropology, the resources around the Outlook would appear to exist in a “Goldilocks” zone of “just-rightness” to prevent anything larger than the occasional disagreement.&lt;br /&gt;
&lt;br /&gt;
====Tribes and Mutations====&lt;br /&gt;
&lt;br /&gt;
Some Tribes are composed entirely of a single strain of humans, either gene-strain or dead-strain. Many are composed of freely intermingling strains, a few have a “caste” system where one or other strains guides, leads, or controls the other. There is no real trend to which controls which. Some Tribes have dead-strains leveraging their connection with the AI to have a sort of religious leadership within the community. Others have gene-strains guiding the Tribe in communion, the constantly mutating pooling of leadership seen as an advantage&lt;br /&gt;
&lt;br /&gt;
====Tribes and Relationships====&lt;br /&gt;
&lt;br /&gt;
Relationships, and marriage, happen. Marriage can be done out of love, or to bind families together, perhaps into a Tribe; marriages are not always between two people, and are formal declarations of togetherness and community. Relationships can happen too. It is not especially uncommon for members of different strains to have a relationship or to marry, with or without the intent to produce children. Opinions on the appropriateness of an alliance, or of the reasonableness of marrying for love, or of marriage and relationships between the strains vary between Tribes, and sometimes within Tribes.&lt;br /&gt;
&lt;br /&gt;
===Your Tribe===&lt;br /&gt;
&lt;br /&gt;
Tribes are, in general, defined by players and by player groups wanting to share background. We are happy for players to [[Creating_Your_Tribe|create a new tribe]] as a part of their character creation. Unless you have talked with a ref to the contrary, your Tribe will be a relatively peaceful Hunter/Gatherer community which exists near the Citadel.&lt;br /&gt;
&lt;br /&gt;
You may choose one of the [[Current_Tribes|current tribes]] as your starting point. If you would like to start as a part of a tribe which was created by other players, please talk to them about this beforehand.&lt;br /&gt;
&lt;br /&gt;
==== Not wanting a Tribe ====&lt;br /&gt;
&lt;br /&gt;
{{IC|I left the Mutati three days ago, and my stomach gurgles. Striking out on my own, trying to keep away from the Communion I grew up inside, was a dangerous decision, but I know how to find food. Berries and roots are everywhere, and they should be enough for me. But I’m greedy, and if I bag myself some game then I’ll be able to trade it. And I’ll be proving I can do more than survive in the Outlook.}}&lt;br /&gt;
&lt;br /&gt;
If you don’t want to pick a Tribe, or create one, an easy default would be creating an ex-member of a Tribe who don&#039;t mind people leaving such as the [[Tribe/Mutati|Mutati]]. However, this should be a highly unusual occurrence given the state of the world.&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Outlook_Society&amp;diff=568</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=568"/>
		<updated>2018-09-19T21:30:40Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
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&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, and different attitudes based on their makeup.&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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Template:PeopleList&amp;diff=567</id>
		<title>Template:PeopleList</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Template:PeopleList&amp;diff=567"/>
		<updated>2018-09-19T21:30:19Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part of a series about the people of Outlook.&#039;&#039;&#039;&lt;br /&gt;
* [[Outlook Society]]&lt;br /&gt;
* [[Tribes]]&lt;br /&gt;
* [[Strains]]&lt;br /&gt;
* [[Religion|Religion and Spirituality]]&lt;br /&gt;
* [[Literacy]]&lt;br /&gt;
* [[AI|Artificial Intelligence]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Template:PeopleList&amp;diff=566</id>
		<title>Template:PeopleList</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Template:PeopleList&amp;diff=566"/>
		<updated>2018-09-19T21:30:07Z</updated>

		<summary type="html">&lt;p&gt;TSP: Created page with &amp;quot;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt; &amp;#039;&amp;#039;&amp;#039;Part of a series about the people of Outlook.&amp;#039;&amp;#039;&amp;#039; * Outlook Society * Tribes * Strains * Religion and Spirituality * Lit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;categorybox&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Part of a series about the people of Outlook.&#039;&#039;&#039;&lt;br /&gt;
* [[Outlook Society]]&lt;br /&gt;
* [[Tribes]]&lt;br /&gt;
* [[Strains]]&lt;br /&gt;
* [[Religion|Religion and Spirituality]]&lt;br /&gt;
* [[Literacy]]&lt;br /&gt;
* [[Artificial Intelligence]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=World_History&amp;diff=565</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=565"/>
		<updated>2018-09-19T21:27:23Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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 AI 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 AI.&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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=564</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=AI&amp;diff=564"/>
		<updated>2018-09-19T21:26:57Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
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&lt;div&gt;{{Categories|World|Technology}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&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; inside the Citadel, 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;
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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;
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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;
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==== 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;
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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;
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==== 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;
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=== Functions and Behaviour ===&lt;br /&gt;
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==== 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;
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==== Dispatch and Expunge ====&lt;br /&gt;
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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;
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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;
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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;
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==== AI behaviours and RP effects ====&lt;br /&gt;
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AI are varied, but they tend towards several behavioural trends. Many AI like tokens, admire literacy, and talk about the humans from a long long time ago with reverence. AI also dislike venturing outside the Outlook.&lt;br /&gt;
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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;
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==== 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;
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==== 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>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=563</id>
		<title>Creatures</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Creatures&amp;diff=563"/>
		<updated>2018-09-19T21:26:36Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
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&lt;div&gt;{{IC|Drawing steel, I leap forwards towards the lone Oddy, its proud antlers stark and strong as it turns towards me. My blow sends the bipedal beast sprawling, but it had enough time to brandish its horns at me, sending me to the floor beside it. I lash out, aiming to wound it enough it won’t get away, but it has given up on the run. A hoof divides into claws as it strikes at me, and I feel a strange energy jolting my body.}}&lt;br /&gt;
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{{Categories|World}}&lt;br /&gt;
&lt;br /&gt;
Inhuman creatures are relatively common in the Outlook, if restricted to certain areas by a policy of watching one’s tribe’s boundaries with a wary eye, and scaring off creatures that get too close. You can expect to have met at least one or two animal-like creatures- more if you character is an explorer of any kind.&lt;br /&gt;
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=== Creatures commonly encountered ===&lt;br /&gt;
&lt;br /&gt;
There are a number of creatures commonly encountered in the [[Outlook]], and hunted.&lt;br /&gt;
&lt;br /&gt;
==== Oddys ====&lt;br /&gt;
These antlered, tough creatures are mainly hunted by GeneStrains who aim to garner new mutations. The claws of an oddy are known to contain a venom which quickens the blood and causes mutation.&lt;br /&gt;
&lt;br /&gt;
==== Bars ====&lt;br /&gt;
Bars are odd, mostly docile wooly beasts. They are unlikely to attack but posses raw strength that can be quite threatening to the unprepared.&lt;br /&gt;
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==== Hywels ====&lt;br /&gt;
Pack hunters that can spit dangerous poisons. Their tactics will include isolating weaker party members and punishing them for splitting from the main group.&lt;br /&gt;
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==== Cores ====&lt;br /&gt;
Feathered creatures that come in a variety of colours. They are large enough that they can no longer take flight. Cores are solitary with a brooding disposition who watch over their nests with a beady eye. They usually attack for objects that have attracted their eye, and can be very disorientating with their screams&lt;br /&gt;
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==== Yeekoms ====&lt;br /&gt;
Bouncing animals that were named because of the whining noises they make. Yeekoms present no real threat as they get bored and distracted very quickly. Children like to play games of chase with them, and they are one of the few species that is commonly allowed in Outlook settlements.&lt;br /&gt;
&lt;br /&gt;
==== Nosibs ====&lt;br /&gt;
Nosibs are staple milk producing creatures, noted for their fluffiness and docile demeanour. They have a tendency to whimper and cry when confronted.&lt;br /&gt;
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===Creatures and Society===&lt;br /&gt;
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The hides and meat of the inhuman creatures of the Outlook are status symbols, and delicacies. Additionally, the Fetcher class AI will make deals and trades of information for such trophies. As these AI often trade in more esoteric facts, and can travel safely in areas others cannot reach, some hunters seek out these opportunities and specifically hunt for what a particular Fetcher wishes for.&lt;br /&gt;
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Domesticated creatures are pretty much non-existent- most people of the Outlook are Vegetarians out of the ease of finding fruit and vegetables growing wild, and lack of settlement means that there are no real areas for raising and breeding more docile animals. It is also difficult to take animals along with you when you are in constant motion. Even the nosib and simps, the most good-natured of animals, are known to grow rowdy if captured, and the stress of such an event can cause strange and uniquely dangerous mutations.&lt;br /&gt;
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===The Citadel===&lt;br /&gt;
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Of course, there are always tales of Monsters, and some believe this is what the Citadel is filled with; traders willing to claim to any that will listen to them that danger abounds, and other have claimed they hear howling below the humming on darkest nights. One of the biggest rumours, especially amongst the tribes that live closest to The Citadel, is of the Butchered Shambler. It is so called because of the bizarre motions it sometimes makes, like a puppet of meat being jerked around. Kids are warned that if they wander at night, they will be snatched up, and their bodies used to make new parts for the Creature. There is no one who exists who has directly interacted with the Creature, at least no-one credible claims to have done so.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Beyond&amp;diff=562</id>
		<title>Beyond</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Beyond&amp;diff=562"/>
		<updated>2018-09-19T21:25:46Z</updated>

		<summary type="html">&lt;p&gt;TSP: &lt;/p&gt;
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&lt;div&gt;{{IC|The Scarred Face Woman is a shock to you, as she holds herself with a confident bearing, ruffling her short hair which does nothing to hide the notches across her cheeks and her damaged ear. She seems proud of them- strange, even children know that you should not demonstrate your clumsiness so brazenly and openly. Her eyes are harsh and hard, like some of the beasts you have seen in the outskirts. ‘Heh, you wish to be an explorer, Kinde?’ She laughs, a harsh tone to the note. ‘You would not survive a single moment beyond this utopia. You are soft… And the people out there are cruel.’ She says, the first fear visible in this mountain of a woman as she unconsciously grips her arm. ‘There is no night light from the world left behind, like your Citadel, out there. There are only ruins, and sickness, and quiet. So much quiet&#039;}}&lt;br /&gt;
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{{Categories|World}}&lt;br /&gt;
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===Summary===&lt;br /&gt;
&lt;br /&gt;
Occasionally, people from foreign climes visit The Outlook, drawn by tales of splendour and civilization. Despite not encountering the open doors to a land of milk and honey, a lot stay- the rumours they bring are that the far-away places, or The Distance, are a lot less pleasant than the land around The Citadel, where resources are more keenly fought over, and groups of people are far rarer and further between. The land stretches to the horizons, at which point great Expanses of water mark the end of the world. However, these waters are black and cold, and little lives in them. There are towns built on the edges of the Expanses, but they are empty, piers jutting into the water fallen into disarray. Thanks to travellers, the edge of the world is known about- though there is still dispute whether there is anything beyond the Expanses. A few have highly religious views on the matter.&lt;br /&gt;
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===Society in The Distance===&lt;br /&gt;
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One common fact is that there are no buildings like the Citadel- only ruins of wide areas built of similar materials, but that seem to have died long ago. A lot of the groups of survivors in these areas live under these ruins, and rarely leave to go to the surface- for many of them, the safety of the Outlook is a myth, one that we will not leave the lives they have carved out to pursue.&lt;br /&gt;
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There are also stories of dangerous cults that have formed in the outside world- particularly those who argue that humanity should have ended years ago, and this is the death throes of the species. There are others who oppose the concept of AI, and would like nothing more to see them all dismantled, and attack . These people are rarely entertained in the Outlook, and thus any visitors with these views are given a short schrift, unless they can camouflage them successfully.&lt;br /&gt;
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===AI and the Distance===&lt;br /&gt;
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&lt;br /&gt;
AI are mostly found in congregated areas outside of the Outlook, regularly haunting the ruins that they once tended to. They are regularly more worn down and faulty than their Outlook counterparts, having not been offered the resources that allow them to keep up their processing power. Networks of Traders do exist though, allowing those who offer AI enough tokens to get objects and news transported over very long distances. One break in the chain, however, and such communication lines quickly fall apart.&lt;br /&gt;
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===Forces from The Distance===&lt;br /&gt;
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Invaders occasionally arrive from the outside world to the Outlook, but are fought off by the combined forces of the Tribes of the Outlook, who do not find it difficult to put apart any small differences to fend off those who refuse to fall into the pattern of coexistence and easy peace. The last known attempted Tyrant was Eirin D’Elmet, a petty Warlord, who arrived around fifteen years ago with a heavily armoured tribe of Gene-Strain fighters, as well as some harnessed creatures that they had managed to, if not tame, at least point in the right direction. They were thoroughly defeated in the first engagement, having made the common mistake of trying to take the road- the death of many of their troops against the AI guardians has made this event known as Eirin’s Folly. Their followers still hang around the outskirts of the Outlook and in the ruins up above, and may attack those who wander without protection.&lt;br /&gt;
&lt;br /&gt;
A few of you may have heard rumours of the ‘Divine Empress of the Techgnostic Network’. Presumably a she, there are rumours that come from travellers of a figure who is followed around the ruins of the old world by an army of AI who worship her- to some a blasphemy that AI would worship a human. She keeps to the ruins in the lands outside, though there are rumours she is hunting for something.&lt;br /&gt;
&lt;br /&gt;
===Playing a character from The Distance===&lt;br /&gt;
&lt;br /&gt;
Characters may not start play as characters who have just come from the Distance. It is possible to play a character who was originally from here, but got absorbed into the Tribes. Later in the year, playing someone from the Beyond may become an option, at ref discretion.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Outlook]]&lt;/div&gt;</summary>
		<author><name>TSP</name></author>
	</entry>
	<entry>
		<id>https://citadel.camlarp.co.uk/w/index.php?title=Citadel&amp;diff=561</id>
		<title>Citadel</title>
		<link rel="alternate" type="text/html" href="https://citadel.camlarp.co.uk/w/index.php?title=Citadel&amp;diff=561"/>
		<updated>2018-09-19T21:25:27Z</updated>

		<summary type="html">&lt;p&gt;TSP: &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 symbols 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>TSP</name></author>
	</entry>
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