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	<updated>2026-04-18T14:07:30Z</updated>
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		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=655</id>
		<title>Weekly News</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=655"/>
		<updated>2026-04-16T20:10:48Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Week 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prologue==&lt;br /&gt;
A few weeks ago a message went out over the Teslagraph addressed to certain people, somehow hidden from the Analytical Intelligences, to meet in a secret location in Cambridge if you want to change things. It was signed Ada Lovelace, a figure who&#039;s supposedly been dead for several years.&lt;br /&gt;
&lt;br /&gt;
You&#039;ve decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
[[File:Newspaper Interactive 1.pdf|thumb|Newspaper for Week 1]]&lt;br /&gt;
&lt;br /&gt;
== Week 1 ==&lt;br /&gt;
The Resistance met ADA, the intelligence that Ada Lovelace uploaded her mind into when she died. They are protecting this new Resistance from discovery by the AIs. She asked them to investigate an abandoned lab out at Fen Edge. The Heirs of Jupiter unexpectedly gave them some other useful information - that Safeguard was already moving on the lab and trying to retrieve a specific device.&lt;br /&gt;
&lt;br /&gt;
Four of the Resistance went and snuck into the lab, eventually finding Prince Jr., a mutated being that was the result of the experiments that were conducted there. It&#039;s holding onto the device that was Dr. Prince&#039;s most advanced research, and they have smuggled it into Cambridge after rescuing it from Safeguard.&lt;br /&gt;
&lt;br /&gt;
== Week 2 ==&lt;br /&gt;
Prince Jr. was talked to in Ada&#039;s house, but it wouldn&#039;t give up Dr. Prince&#039;s research without knowing what his wishes were.&lt;br /&gt;
&lt;br /&gt;
A lot of mysterious letters were delivered, including one that had appeared under strange circumstances.&lt;br /&gt;
&lt;br /&gt;
The Luminary agent &amp;quot;Architect&amp;quot; asked some of the Resistance to help them get some buildings demolished to make way for a grand monument, and help design said monument. In the process they poisoned the Earl Grey, Lord Charles Grey, who has left Cambridge temporarily.&lt;br /&gt;
&lt;br /&gt;
Another agent, &amp;quot;Star&amp;quot;, was helped to build a giant steam-powered speaker and has used it to sing songs.&lt;br /&gt;
&lt;br /&gt;
Many parties came in to present their cases to the Resistance for aid, and ADA has organised them into a set of mission briefs.&lt;br /&gt;
&lt;br /&gt;
== Week 3 ==&lt;br /&gt;
The players managed to talk the Qualia Transcription Engine out of Prince Jr&#039;s hands and smuggled them back out of the city.&lt;br /&gt;
The grand monument is now going ahead, as is some kind of project by the Heirs of Jupiter. Several members of the group have drawn the attentions of the Coppers, and may need to take care!&lt;br /&gt;
&lt;br /&gt;
One party talked their way into Ward Z0 of the hospital, and fought an automated nurse-bot. They then managed to save one of Honoria&#039;s friends from the surgery that was in-progress, despite the mockery of Equilibrium, a Safeguard sub-intelligence.&lt;br /&gt;
&lt;br /&gt;
Another party broke into the book depository and fought their way through multiple guard patrols, securing three out of the five boxes of books.&lt;br /&gt;
&lt;br /&gt;
== Week 4 ==&lt;br /&gt;
Probably the most dramatic event was the appearance of the AI known as Equilibrium at the weekly meeting, seemingly to taunt the players and inform them that it&#039;s moved into the Cambridge area and taken a personal interest in the Resistance. Some revelations were made about Ada&#039;s death, and the Rustwrights were given the tools to start hitting serious targets, though it remains to be seen how cautious they&#039;ll be.&lt;br /&gt;
&lt;br /&gt;
Two missions were selected - one to venture into the wilderness to retrieve some rare herbs, and a second to help Nikola Tesla with human trials of his new Teslaportation technology.&lt;br /&gt;
&lt;br /&gt;
== Week 5 ==&lt;br /&gt;
After a busy Friday meeting preparing for the weekend, the Resistance embarked on two expeditions - to test Nikola Tesla&#039;s new &amp;quot;Teslaporter&amp;quot;, and to gather rare &amp;quot;Green Vervain&amp;quot; from the wilderness.&lt;br /&gt;
Rumour has it that a large amount of property is being purchased in Cambridge by a French bank for some reason, and the AIs are now furiously searching for Red Jack of the Rustwrights.&lt;br /&gt;
&lt;br /&gt;
The Teslaportation test was entirely successful and Mr Tesla gave a press conference stating there were no incidents. Though rumour has it several mysterious incidents happened that day, such as preventing an out-of-control pumping station from flooding, an intrusion into a secure filing area, and unexpected participants appearing in the middle of a test of a new experimental war automaton. But those were probably unrelated.&lt;br /&gt;
&lt;br /&gt;
The expedition in to the wilderness suffered some setbacks, but after many clashes with mutants and automata dispatched by ATHENA, they successfully reached the glade where the Green Vervain was growing. They defeated the carnivorous plant mass growing at the centre of it and harvested the herbs, but reports state that explorer Cora Barnes returned in critical condition and isn&#039;t expected to survive.&lt;br /&gt;
&lt;br /&gt;
== Week 6 ==&lt;br /&gt;
The Society came to the Resistance&#039;s meeting in the person of Dr. Vale to pay respects to the dying Cora. Lord Ashcombe went mysteriously insane after talking to some intuitionists and sadly had to take a vacation to Whitby for his health. The Earl Grey had another argument with Seraph, but escaped unstabbed this time. And various pieces of intelligence were found about a factory Ada is interested in - apparently one that is manufacturing a new core for Safeguard! She&#039;s asked the Resistance to send two teams to deal with it and retrieve what they can.&lt;br /&gt;
&lt;br /&gt;
== Week 7 ==&lt;br /&gt;
The Resistance were visited by the Heirs of Jupiter who used the power of electricity to conjure something they claimed to be the Living Signal, which spoke to some of the players and revealed the existence of an alleged &amp;quot;Dark Signal&amp;quot;. They also made plans with M to remove some links to Safeguard that it was revealed had been forced on people to spy on the Resistance.&lt;br /&gt;
&lt;br /&gt;
The missions into the Factory were broadly successful - they defeated the avatar of Mother Forge and Equilibrium&#039;s guardian automaton, and stole two advanced pieces of Analytical Technology, as well as rigging the steam boiler to blow up and setting the factory on fire behind them.&lt;br /&gt;
&lt;br /&gt;
Plans were made to hold a Christmas party, in defiance of Mother Forge&#039;s edicts, and some of the Resistance funded the Union&#039;s attempts to do the same.&lt;br /&gt;
&lt;br /&gt;
== Week 8 ==&lt;br /&gt;
The Resistance questioned the core containing Industrialist, which they&#039;d taken from the factory, until Mr. Widger decided to destroy it when negotiations seemed to be breaking down. The Heirs of Jupiter summoned the Living Signal again to settle a theological point. Much cake and other food was consumed. Some of the Resistance, to get in the party mood, decided to drink the psychoactive water they had and became extremely loopy. Some ATHENA agents arrived and tried to unmask Red in a knife fight. Mlle. Ring apparently married Index in a ceremony involving signing some contracts.&lt;br /&gt;
&lt;br /&gt;
== Week 9 ==&lt;br /&gt;
The Resistance staged a prison break in Scotland, springing several noteable figures, including Red Jack, Oscar Wilde, and Florence Nightingale, as well as a multitude of others. Others undertook a mission to the heart of mutant territory - Aberystwith. They came back with some interesting information on mutagenics. A plan was hatched for the Rustwrights to make a concerted attack across the country&#039;s switching stations. The disruption in Cambridge has caused issues in the Fens, and Mr Moser got Seraph to admit she&#039;s stolen something!&lt;br /&gt;
&lt;br /&gt;
== Week 10 ==&lt;br /&gt;
News spreads among the Resistance of Equilibrium taking hostages, and a mission is planned to retrieve them and strike at Equilibrium&#039;s Core at the same site. A second mission is also planned to a &amp;quot;dark signal&amp;quot; facility run by Mother Forge.&lt;br /&gt;
&lt;br /&gt;
In other news, an Analytical Intelligence named Hephaestus visited the Resistance and gave them a Large Bomb.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress paid a big visit to the Resistance, with Dr Vale, Professor Grace and an assistant present. Rumour has it several events occured and things were learned, but it&#039;s not common knowledge yet what.&lt;br /&gt;
&lt;br /&gt;
In brighter news, Trackline is said to be back in mostly good spirits and the trains are running again.&lt;br /&gt;
&lt;br /&gt;
== Week 11 ==&lt;br /&gt;
The resistance had a major victory this week as they not only freed all the hostages but destroyed Equilibrium. Safeguard&#039;s response to this remains to be seen. &lt;br /&gt;
Mother Forge had her Control Grid thoroughly melted - possibly related to this, many teslagraphs across the country started printing &#039;RESIST&#039;.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress seems to be in difficulties, with infighting and accusations flying - word on the street is that Dr Vale has been caught in wrongdoing, but few people can agree what that wrongdoing is.&lt;br /&gt;
&lt;br /&gt;
There is also tension between the main AIs, obvious to anyone who pays attention. In particular, Index and Safeguard seem to be at outs, but it is not obvious why or what the end result will be.&lt;br /&gt;
&lt;br /&gt;
== Week 12 ==&lt;br /&gt;
There was major violence agaisnt the system this week as the Resistance and Rustwrights egineered a hit against a lot of the UKs switching stations. Across the country, the AIs are in some disarray.&lt;br /&gt;
&lt;br /&gt;
In the meeting, Honoria and Bryn managed to cure mutation for the first time, via a dangerous and expensive new process. There were also a lot of conversations on the subject of Gwen&#039;s feelings and relationships, with Honoria, John, Mlle Ring, and NIKE.&lt;br /&gt;
&lt;br /&gt;
This week, the Resistance&#039;s plans for unfreezing Queen Victoria come to fuition, as well as a plan to rob a train to weaken ATHENA.&lt;br /&gt;
&lt;br /&gt;
== Week 13 ==&lt;br /&gt;
The big news among the Resistance is of the outcome of the two missions. The Resistance now has a train! The raid on ATHENA&#039;s munitions train was a success, and word has it it&#039;s been repurposed. In more somber news, the mission to revive Queen Victoria was a failure; the Queen is still cryogenically frozen, no cryogenic technology was recovered and the mission team was captured. The Resistsnce members were sprung in a concerted prison break though and are now free, though with their identities compromised, all are wanted criminals.&lt;br /&gt;
&lt;br /&gt;
Red Jack, former Rustwright leader in Cambridge, was assassinated in ADA&#039;s house. While events have been covered up, it&#039;s common knowledge among active Resistance members that he was killed by the Resistance.&lt;br /&gt;
&lt;br /&gt;
==Week 14==&lt;br /&gt;
The resistance was driven out of ADA&#039;s townhouse by ATHENA bots attacking them. They emergency-Teslaported themselves to the outskirts of Cambridge to escape. Thankfully, the resistance has a train! Plans were made to outfit this as a suitable resistance base.&lt;br /&gt;
&lt;br /&gt;
The group plans to get back at ATHENA with a mission to Sandhurst targeting her main core. Another, much less violent, mission is planned to attend a summit hosted by Luminary, in the space where AI talk.&lt;br /&gt;
&lt;br /&gt;
==Week 15==&lt;br /&gt;
The resistance has struck a major blow and destroyed the core of ATHENA PRIME. This has led to some chaos across the Commonwealth, and the rise of new bands of revolutionaries. &lt;br /&gt;
They also attended an summit of human-favourable AIs, and formed some alliances.&lt;br /&gt;
&lt;br /&gt;
There is a plan afoot to crown a new Queen, Victoria II, Trackline has approved the Resistance Train, and the Resistance received a mysterious letter promising an in to Safeguard&#039;s core.&lt;br /&gt;
&lt;br /&gt;
==Week 16==&lt;br /&gt;
The resistance got time to plan, and decided that while Safeguard has to go, some other AIs are alright and it would be foolish to try to get rid of all of them. They are aware a time of upheaval is coming, and they must plan to take advantage of this.&lt;br /&gt;
Minister Ring got into a bet with Safeguard and has been handed control of the Coppers in Cambridge for two weeks. If she can show human governance is better for safety, he might even let her keep them. She has made a grand speech about her hopes.&lt;br /&gt;
There has been much anti AI and pro monarchist sentiment in the city.&lt;br /&gt;
&lt;br /&gt;
==Week 17==&lt;br /&gt;
The biggest news among the Resistance is that Crown Princess Victoria has formally agreed to be crowned Monarch, with one Lady Seraphina Grey at her side, provided the Resistance can make it happen.&lt;br /&gt;
&lt;br /&gt;
The Core of ARTEMIS was recovered and determined to contain the insane remnants of that subagent. HEPHAESTUS&#039;s Core was stolen from the train carrying it in a daring raid. After a disastrous attempt to invade ARTEMIS&#039;s core and erase it, it was destroyed, shortly followed by HEPHAESTUS. The Core of NIKE was also destroyed.&lt;br /&gt;
&lt;br /&gt;
The Resistance came up with a plan of which AIs they&#039;re going to destroy and which to let live.&lt;br /&gt;
&lt;br /&gt;
The Resistance went out on two missions. On one Dr Vale was sniffed out in the undercity of Cambridge. She apparently unleashed some berserk supersoldiers on the party, and when defeated, apparently exploded her own head with a mantra. On the other the Resistances went on a lightning raid to destroy the ring of Tesla towers being constructed around Cambridge by Safeguard. They were successful and whatever purpose they were intended for, they won&#039;t be doing it.&lt;br /&gt;
&lt;br /&gt;
Reports are that Minister Ring has won her bet with Safeguard and has been awarded full governance of Cambridge until further notice.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=654</id>
		<title>Weekly News</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=654"/>
		<updated>2026-04-16T20:00:47Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prologue==&lt;br /&gt;
A few weeks ago a message went out over the Teslagraph addressed to certain people, somehow hidden from the Analytical Intelligences, to meet in a secret location in Cambridge if you want to change things. It was signed Ada Lovelace, a figure who&#039;s supposedly been dead for several years.&lt;br /&gt;
&lt;br /&gt;
You&#039;ve decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
[[File:Newspaper Interactive 1.pdf|thumb|Newspaper for Week 1]]&lt;br /&gt;
&lt;br /&gt;
== Week 1 ==&lt;br /&gt;
The Resistance met ADA, the intelligence that Ada Lovelace uploaded her mind into when she died. They are protecting this new Resistance from discovery by the AIs. She asked them to investigate an abandoned lab out at Fen Edge. The Heirs of Jupiter unexpectedly gave them some other useful information - that Safeguard was already moving on the lab and trying to retrieve a specific device.&lt;br /&gt;
&lt;br /&gt;
Four of the Resistance went and snuck into the lab, eventually finding Prince Jr., a mutated being that was the result of the experiments that were conducted there. It&#039;s holding onto the device that was Dr. Prince&#039;s most advanced research, and they have smuggled it into Cambridge after rescuing it from Safeguard.&lt;br /&gt;
&lt;br /&gt;
== Week 2 ==&lt;br /&gt;
Prince Jr. was talked to in Ada&#039;s house, but it wouldn&#039;t give up Dr. Prince&#039;s research without knowing what his wishes were.&lt;br /&gt;
&lt;br /&gt;
A lot of mysterious letters were delivered, including one that had appeared under strange circumstances.&lt;br /&gt;
&lt;br /&gt;
The Luminary agent &amp;quot;Architect&amp;quot; asked some of the Resistance to help them get some buildings demolished to make way for a grand monument, and help design said monument. In the process they poisoned the Earl Grey, Lord Charles Grey, who has left Cambridge temporarily.&lt;br /&gt;
&lt;br /&gt;
Another agent, &amp;quot;Star&amp;quot;, was helped to build a giant steam-powered speaker and has used it to sing songs.&lt;br /&gt;
&lt;br /&gt;
Many parties came in to present their cases to the Resistance for aid, and ADA has organised them into a set of mission briefs.&lt;br /&gt;
&lt;br /&gt;
== Week 3 ==&lt;br /&gt;
The players managed to talk the Qualia Transcription Engine out of Prince Jr&#039;s hands and smuggled them back out of the city.&lt;br /&gt;
The grand monument is now going ahead, as is some kind of project by the Heirs of Jupiter. Several members of the group have drawn the attentions of the Coppers, and may need to take care!&lt;br /&gt;
&lt;br /&gt;
One party talked their way into Ward Z0 of the hospital, and fought an automated nurse-bot. They then managed to save one of Honoria&#039;s friends from the surgery that was in-progress, despite the mockery of Equilibrium, a Safeguard sub-intelligence.&lt;br /&gt;
&lt;br /&gt;
Another party broke into the book depository and fought their way through multiple guard patrols, securing three out of the five boxes of books.&lt;br /&gt;
&lt;br /&gt;
== Week 4 ==&lt;br /&gt;
Probably the most dramatic event was the appearance of the AI known as Equilibrium at the weekly meeting, seemingly to taunt the players and inform them that it&#039;s moved into the Cambridge area and taken a personal interest in the Resistance. Some revelations were made about Ada&#039;s death, and the Rustwrights were given the tools to start hitting serious targets, though it remains to be seen how cautious they&#039;ll be.&lt;br /&gt;
&lt;br /&gt;
Two missions were selected - one to venture into the wilderness to retrieve some rare herbs, and a second to help Nikola Tesla with human trials of his new Teslaportation technology.&lt;br /&gt;
&lt;br /&gt;
== Week 5 ==&lt;br /&gt;
After a busy Friday meeting preparing for the weekend, the Resistance embarked on two expeditions - to test Nikola Tesla&#039;s new &amp;quot;Teslaporter&amp;quot;, and to gather rare &amp;quot;Green Vervain&amp;quot; from the wilderness.&lt;br /&gt;
Rumour has it that a large amount of property is being purchased in Cambridge by a French bank for some reason, and the AIs are now furiously searching for Red Jack of the Rustwrights.&lt;br /&gt;
&lt;br /&gt;
The Teslaportation test was entirely successful and Mr Tesla gave a press conference stating there were no incidents. Though rumour has it several mysterious incidents happened that day, such as preventing an out-of-control pumping station from flooding, an intrusion into a secure filing area, and unexpected participants appearing in the middle of a test of a new experimental war automaton. But those were probably unrelated.&lt;br /&gt;
&lt;br /&gt;
The expedition in to the wilderness suffered some setbacks, but after many clashes with mutants and automata dispatched by ATHENA, they successfully reached the glade where the Green Vervain was growing. They defeated the carnivorous plant mass growing at the centre of it and harvested the herbs, but reports state that explorer Cora Barnes returned in critical condition and isn&#039;t expected to survive.&lt;br /&gt;
&lt;br /&gt;
== Week 6 ==&lt;br /&gt;
The Society came to the Resistance&#039;s meeting in the person of Dr. Vale to pay respects to the dying Cora. Lord Ashcombe went mysteriously insane after talking to some intuitionists and sadly had to take a vacation to Whitby for his health. The Earl Grey had another argument with Seraph, but escaped unstabbed this time. And various pieces of intelligence were found about a factory Ada is interested in - apparently one that is manufacturing a new core for Safeguard! She&#039;s asked the Resistance to send two teams to deal with it and retrieve what they can.&lt;br /&gt;
&lt;br /&gt;
== Week 7 ==&lt;br /&gt;
The Resistance were visited by the Heirs of Jupiter who used the power of electricity to conjure something they claimed to be the Living Signal, which spoke to some of the players and revealed the existence of an alleged &amp;quot;Dark Signal&amp;quot;. They also made plans with M to remove some links to Safeguard that it was revealed had been forced on people to spy on the Resistance.&lt;br /&gt;
&lt;br /&gt;
The missions into the Factory were broadly successful - they defeated the avatar of Mother Forge and Equilibrium&#039;s guardian automaton, and stole two advanced pieces of Analytical Technology, as well as rigging the steam boiler to blow up and setting the factory on fire behind them.&lt;br /&gt;
&lt;br /&gt;
Plans were made to hold a Christmas party, in defiance of Mother Forge&#039;s edicts, and some of the Resistance funded the Union&#039;s attempts to do the same.&lt;br /&gt;
&lt;br /&gt;
== Week 8 ==&lt;br /&gt;
The Resistance questioned the core containing Industrialist, which they&#039;d taken from the factory, until Mr. Widger decided to destroy it when negotiations seemed to be breaking down. The Heirs of Jupiter summoned the Living Signal again to settle a theological point. Much cake and other food was consumed. Some of the Resistance, to get in the party mood, decided to drink the psychoactive water they had and became extremely loopy. Some ATHENA agents arrived and tried to unmask Red in a knife fight. Mlle. Ring apparently married Index in a ceremony involving signing some contracts.&lt;br /&gt;
&lt;br /&gt;
== Week 9 ==&lt;br /&gt;
The Resistance staged a prison break in Scotland, springing several noteable figures, including Red Jack, Oscar Wilde, and Florence Nightingale, as well as a multitude of others. Others undertook a mission to the heart of mutant territory - Aberystwith. They came back with some interesting information on mutagenics. A plan was hatched for the Rustwrights to make a concerted attack across the country&#039;s switching stations. The disruption in Cambridge has caused issues in the Fens, and Mr Moser got Seraph to admit she&#039;s stolen something!&lt;br /&gt;
&lt;br /&gt;
== Week 10 ==&lt;br /&gt;
News spreads among the Resistance of Equilibrium taking hostages, and a mission is planned to retrieve them and strike at Equilibrium&#039;s Core at the same site. A second mission is also planned to a &amp;quot;dark signal&amp;quot; facility run by Mother Forge.&lt;br /&gt;
&lt;br /&gt;
In other news, an Analytical Intelligence named Hephaestus visited the Resistance and gave them a Large Bomb.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress paid a big visit to the Resistance, with Dr Vale, Professor Grace and an assistant present. Rumour has it several events occured and things were learned, but it&#039;s not common knowledge yet what.&lt;br /&gt;
&lt;br /&gt;
In brighter news, Trackline is said to be back in mostly good spirits and the trains are running again.&lt;br /&gt;
&lt;br /&gt;
== Week 11 ==&lt;br /&gt;
The resistance had a major victory this week as they not only freed all the hostages but destroyed Equilibrium. Safeguard&#039;s response to this remains to be seen. &lt;br /&gt;
Mother Forge had her Control Grid thoroughly melted - possibly related to this, many teslagraphs across the country started printing &#039;RESIST&#039;.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress seems to be in difficulties, with infighting and accusations flying - word on the street is that Dr Vale has been caught in wrongdoing, but few people can agree what that wrongdoing is.&lt;br /&gt;
&lt;br /&gt;
There is also tension between the main AIs, obvious to anyone who pays attention. In particular, Index and Safeguard seem to be at outs, but it is not obvious why or what the end result will be.&lt;br /&gt;
&lt;br /&gt;
== Week 12 ==&lt;br /&gt;
There was major violence agaisnt the system this week as the Resistance and Rustwrights egineered a hit against a lot of the UKs switching stations. Across the country, the AIs are in some disarray.&lt;br /&gt;
&lt;br /&gt;
In the meeting, Honoria and Bryn managed to cure mutation for the first time, via a dangerous and expensive new process. There were also a lot of conversations on the subject of Gwen&#039;s feelings and relationships, with Honoria, John, Mlle Ring, and NIKE.&lt;br /&gt;
&lt;br /&gt;
This week, the Resistance&#039;s plans for unfreezing Queen Victoria come to fuition, as well as a plan to rob a train to weaken ATHENA.&lt;br /&gt;
&lt;br /&gt;
== Week 13 ==&lt;br /&gt;
The big news among the Resistance is of the outcome of the two missions. The Resistance now has a train! The raid on ATHENA&#039;s munitions train was a success, and word has it it&#039;s been repurposed. In more somber news, the mission to revive Queen Victoria was a failure; the Queen is still cryogenically frozen, no cryogenic technology was recovered and the mission team was captured. The Resistsnce members were sprung in a concerted prison break though and are now free, though with their identities compromised, all are wanted criminals.&lt;br /&gt;
&lt;br /&gt;
Red Jack, former Rustwright leader in Cambridge, was assassinated in ADA&#039;s house. While events have been covered up, it&#039;s common knowledge among active Resistance members that he was killed by the Resistance.&lt;br /&gt;
&lt;br /&gt;
==Week 14==&lt;br /&gt;
The resistance was driven out of ADA&#039;s townhouse by ATHENA bots attacking them. They emergency-Teslaported themselves to the outskirts of Cambridge to escape. Thankfully, the resistance has a train! Plans were made to outfit this as a suitable resistance base.&lt;br /&gt;
&lt;br /&gt;
The group plans to get back at ATHENA with a mission to Sandhurst targeting her main core. Another, much less violent, mission is planned to attend a summit hosted by Luminary, in the space where AI talk.&lt;br /&gt;
&lt;br /&gt;
==Week 15==&lt;br /&gt;
The resistance has struck a major blow and destroyed the core of ATHENA PRIME. This has led to some chaos across the Commonwealth, and the rise of new bands of revolutionaries. &lt;br /&gt;
They also attended an summit of human-favourable AIs, and formed some alliances.&lt;br /&gt;
&lt;br /&gt;
There is a plan afoot to crown a new Queen, Victoria II, Trackline has approved the Resistance Train, and the Resistance received a mysterious letter promising an in to Safeguard&#039;s core.&lt;br /&gt;
&lt;br /&gt;
==Week 16==&lt;br /&gt;
The resistance got time to plan, and decided that while Safeguard has to go, some other AIs are alright and it would be foolish to try to get rid of all of them. They are aware a time of upheaval is coming, and they must plan to take advantage of this.&lt;br /&gt;
Minister Ring got into a bet with Safeguard and has been handed control of the Coppers in Cambridge for two weeks. If she can show human governance is better for safety, he might even let her keep them. She has made a grand speech about her hopes.&lt;br /&gt;
There has been much anti AI and pro monarchist sentiment in the city.&lt;br /&gt;
&lt;br /&gt;
==Week 17==&lt;br /&gt;
The biggest news among the Resistance is that Crown Princess Victoria has formally agreed to be crowned Monarch, with one Lady Seraphina Grey at her side, provided the Resistance can make it happen.&lt;br /&gt;
&lt;br /&gt;
The Core of ARTEMIS was recovered and determined to contain the insane remnants of that subagent. HEPHAESTUS&#039;s Core was stolen from the train carrying it in a daring raid. After a disastrous attempt to invade ARTEMIS&#039;s core and erase it, it was destroyed, shortly followed by HEPHAESTUS. The Core of NIKE was also destroyed.&lt;br /&gt;
&lt;br /&gt;
The Resistance came up with a plan of which AIs they&#039;re going to destroy and which to let live.&lt;br /&gt;
&lt;br /&gt;
The Resistance went out on two missions. On one Dr Vale was sniffed out in the undercity of Cambridge. She apparently unleashed some berserk supersoldiers on the party, and when defeated, apparently exploded her own head with a mantra. On the other the Resistances went on a lightning raid to destroy the ring of Tesla towers being constructed around Cambridge by Safeguard. They were successful and whatever purpose they were intended for, they won&#039;t be doing it.&lt;br /&gt;
&lt;br /&gt;
Reports are that Minister Ring has won her bet with Safeguard and has been awarded full control of the Cambridge area until further notice.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=653</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=653"/>
		<updated>2026-04-06T13:03:06Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Extra Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;The basic rules you need to start playing can be found [[Quickstart Rules|here]].&#039;&#039;&lt;br /&gt;
:&#039;&#039;You can get tips on starting kit [[Look and Feel#Starting out|here]].&#039;&#039;&lt;br /&gt;
==Concept and Background==&lt;br /&gt;
Come up with an idea of who the character is. If you want to include any notes about your character’s background, put them in here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; All characters are expected, as an OC rule, to begin play aligned with the goals of the Resistance. You can’t start a character intending to sell out the other players to the AIs or similar - such a character would simply never have been invited to join and it is not a story we’re interested in exploring with this game. You can be present for self-interested reasons, and NPCs may make offers during play to try and change your mind, but you should start play with a reason to align with the goal of in some way moderating, bringing down or otherwise dealing with the current AI rulership.&lt;br /&gt;
&lt;br /&gt;
===Social Background===&lt;br /&gt;
Choose a social Background for your character.&lt;br /&gt;
&lt;br /&gt;
====Upper Class Citizen====&lt;br /&gt;
All Citizens are all well clothed and provided for, but class and privilege still persist. A high class citizen will be well dressed, well educated and may have connections in the government and high society. Such people will be dressed in fine dresses or frock coats as suits the fantastical 1870’s.&lt;br /&gt;
&lt;br /&gt;
====Lower Class Citizen====&lt;br /&gt;
While they don&#039;t want for the basics like food and clothing, a lower class Citizen is more used to the hard work of keeping civilisation running. Such people would wear plain, hard-wearing gear such as jeans, aprons and collarless shirts, and may have connections to more practical areas of the city such as factories and transport.&lt;br /&gt;
&lt;br /&gt;
====Vagrant====&lt;br /&gt;
Vagrants (a name given to them by authorities, but some wear it with pride) live in the cities but outside the system, either as scavengers or criminals. Such people could wear anything from stolen Citizen clothing to rags. Vagrants may have connections to criminal groups, and are often good at avoiding surveillance and going unnoticed.&lt;br /&gt;
&lt;br /&gt;
====Outcast====&lt;br /&gt;
Outcasts have left civilization entirely (by choice or forced), in order to eke out a living in freedom in the shrinking wilderness. They live as hunter-gatherers or subsistence farmers either solo or in small communities. Such people would wear traditional “low fantasy” clothing and could have connections with other Outcast groups, and will have an easier time outside the cities.&lt;br /&gt;
&lt;br /&gt;
===Occupation===&lt;br /&gt;
What does your character do? We’ve provided a list of potential occupations but these are not an exhaustive list - feel free to pick a different one that you think fits in alt-history clockpunk ~1870s.&lt;br /&gt;
&lt;br /&gt;
Socialite, Bureaucrat, Factory Worker, Farmer, Technician, Publican, Criminal, Street Vendor, Shopkeeper, Merchant, Librarian, Academic, Author, Rail-Worker, Teslagraph Operator, Inventor, Medic&lt;br /&gt;
&lt;br /&gt;
==Character Skills==&lt;br /&gt;
What can your character do?&lt;br /&gt;
&lt;br /&gt;
All characters start with the ability to use a one-handed weapon and the [[First Aid]] skill. You have 4 Hit Points, and the ability to use an Active Ability (marked with{{active}}) every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
You can also acquire in play one [[mantra]] and a [[AI Linking|link]] to one Analytical Intelligence, and can use one [[Pharmacy|pharmaceutical]] per encounter. Parties of PCs can have one [[Devices|device]] between them.&lt;br /&gt;
&lt;br /&gt;
===Starting Discipline===&lt;br /&gt;
Choose one &#039;&#039;&#039;Discipline&#039;&#039;&#039;. This is your character’s initial main specialisation. That Discipline starts unlocked for you, and you can take signature skills from that specialisation.&lt;br /&gt;
&lt;br /&gt;
====Tesla Technologist====&lt;br /&gt;
*Draws power from the Tesla network to power devices.&lt;br /&gt;
*Powerful abilities require a charge time.&lt;br /&gt;
*Strong against melee attacks and can be able to tank well.&lt;br /&gt;
*Can produce steampunk or electropunk devices and maintain them.&lt;br /&gt;
&lt;br /&gt;
Tesla technology is steampunk inspired, heavy-duty, and typically silver-coloured. Tesla Technologist inspiration can be found in steampunk characters and imagery from media.&lt;br /&gt;
&lt;br /&gt;
====Analytical Technologist====&lt;br /&gt;
*Uses the analytical power of the Intelligences’ network to make things happen.&lt;br /&gt;
*Instant cast ranged abilities.&lt;br /&gt;
*Strong against Tech attacks and can heal others in combat.&lt;br /&gt;
*Can call up AIs and make deals with them easily.&lt;br /&gt;
&lt;br /&gt;
Analytical technology is clockpunk inspired, light and typically bronze-coloured. Analytical Technologist inspiration can be found in clockpunk characters and imagery from media.&lt;br /&gt;
&lt;br /&gt;
====Intuitionist====&lt;br /&gt;
*Uses the hidden potential of the human mind to achieve exceptional feats.&lt;br /&gt;
*Powerful backstab and dagger attacks, requiring good movement and positioning&lt;br /&gt;
*Strong against ranged attacks.&lt;br /&gt;
*Can instill Mantras in people to give them triggered boosts.&lt;br /&gt;
&lt;br /&gt;
Sherlock Holmes is an archetypical intuitionist inspiration (equally, so is Professor Moriarty...). Mentats and Bene Gesserit from Dune would also be inspirations for a trained intuitionist. An Artful Dodger forced to hone their wits to survive could be a natural intuitionist.&lt;br /&gt;
&lt;br /&gt;
====Survivalist====&lt;br /&gt;
*Uses practical skills and hard-won experience to deal with problems.&lt;br /&gt;
*Solid, dependable melee attacks.&lt;br /&gt;
*Strong against non-Tech attacks, and can use large weapons.&lt;br /&gt;
*Can use herbs to produce pharmaceuticals to aid themself and others.&lt;br /&gt;
&lt;br /&gt;
A rugged wilderness hunter-gatherer or an undercity scavenger or criminal could be survivalists who learned these skills to live outside of society. A police enforcer or security guard could also have extensive skills from this discipline.&lt;br /&gt;
&lt;br /&gt;
===Extra Skills===&lt;br /&gt;
You choose &#039;&#039;&#039;five&#039;&#039;&#039; [[Skills#Combat Skills|Combat skills]] and &#039;&#039;&#039;five&#039;&#039;&#039; [[Skills#Profession Skills|Profession skills]]. You can choose skills from any Discipline you have unlocked, and General skills.&lt;br /&gt;
&lt;br /&gt;
A character sheet is available [https://docs.google.com/spreadsheets/d/1aQrmLJRCLF6DGLyRcX3cwEIw7vmTY3UO3ET45Oc_Dkk here] where you can experiment with skill selections.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Your character can freely obtain weapons and armour you&#039;re proficient in, and any equipment required to use your skills, such as technological foci for Analytical and Tesla combat skills, and engineering tools, medical and pharmacy equipment and the like for Profession skills.&lt;br /&gt;
&lt;br /&gt;
==Connections and Details==&lt;br /&gt;
===Opinions===&lt;br /&gt;
Think about what your character’s opinions are on various topics of the day. You don’t have to lock these in but you should have an idea about some of them.&lt;br /&gt;
&lt;br /&gt;
Note that the game is covered by the CLS [https://www.camlarp.co.uk/Equality_and_diversity E&amp;amp;D policy], so while controversial opinions are fine (and encouraged!), discrimination based on out-of-character attributes is not allowed.&lt;br /&gt;
&lt;br /&gt;
*How do you view the Analytical Intelligences that run the Commonwealth? Do you like any of them more or less?&lt;br /&gt;
*How do you view the various human factions? Do you like any of them more or less?&lt;br /&gt;
*What is your opinion on the dangerous [[mutant]]s that roam the countryside? Should they be exterminated? Experimented on for a cure?&lt;br /&gt;
*Should the Commonwealth be expanding its borders into the wild lands?&lt;br /&gt;
*Should knowledge be free? Are some ideas - or blueprints - too dangerous to be available to the public?&lt;br /&gt;
*Should the AIs be allowed to censor historical facts that are deemed dangerous?&lt;br /&gt;
*Which is superior - art or logic? tradition or progress? survival or greatness? order or freedom?&lt;br /&gt;
*Are the Ministry of Leadership humanity’s voice to the AIs, representing our needs, or lapdogs of mechanical tyrants?&lt;br /&gt;
*Are Tesla devices inherently dangerous? Should we restrict experimentation with them?&lt;br /&gt;
*Outbreaks of disease are common - what do you think should be done?&lt;br /&gt;
*Is Intuitionism a gift or a dangerous aberration?&lt;br /&gt;
*Is the Ministry’s proposal acceptable, to withhold food or housing from citizens that refuse to work?&lt;br /&gt;
*Is duelling a dignified and honourable way to settle a dispute or a barbarous relic?&lt;br /&gt;
&lt;br /&gt;
===(Optional) Deep Secret===&lt;br /&gt;
If you are interested in your character potentially dealing with blackmail or similar situations, or having to deal with a shady past, you can opt into this by including a secret that they don’t want getting out as part of your character creation. If you don’t want this, just leave that section blank.&lt;br /&gt;
&lt;br /&gt;
===(Optional) Complication===&lt;br /&gt;
If you want your character to have to deal with problems, but they’re not secret, you can let us know about that here as well. For example, having a sworn rival, a crushing debt, or a dangerous habit.&lt;br /&gt;
&lt;br /&gt;
===Connection===&lt;br /&gt;
Choose one [[Analytical Intelligence]] or a [[human group]]. Your character is well-regarded by them. You can choose the tone of this if you want - maybe you did them a favour, or they approve of your work, or they want to recruit you.&lt;br /&gt;
&lt;br /&gt;
===Vision and In-Character Goals===&lt;br /&gt;
What does your character see as the ideal outcome of opposing the Analytical Intelligences and the Commonwealth? Do they want to reform the AIs, destroy them, control them? Who should rule afterwards? You don’t need to have a solid answer to this, and it might change during play, but you should have at least some ideal of a “better future”.&lt;br /&gt;
&lt;br /&gt;
What other goals does your character have other than the revolution? What do they want to do in the rest of their life?&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Become crime boss of Cambridge.&lt;br /&gt;
* Get a position at the Ministry - either as a mole or to hedge your bets and play both sides.&lt;br /&gt;
* Perfect my Intuition; I want to understand everything!&lt;br /&gt;
* Upload my personality into an Analytical Intelligence.&lt;br /&gt;
* Investigate the nature and capabilities of these &amp;quot;mutants&amp;quot;.&lt;br /&gt;
* Harness mutagens and become the perfect physical form.&lt;br /&gt;
* Become a high priest of the Heirs&#039; &amp;quot;god&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Out-of-Character Goals===&lt;br /&gt;
As a player, what sort of experience do you want to have playing this character? Are you here for the story? To fight robots with swords? To experience your character’s crushing defeat? If you let us know we can try to build these kinds of experiences intentionally.&lt;br /&gt;
&lt;br /&gt;
==Submission==&lt;br /&gt;
You can submit your character to the refs using the google form [https://docs.google.com/forms/d/e/1FAIpQLSdDly0joqk_r4NhsDF2S9O1mL32JyVjw1FyP5hBWJBsipi7dw/viewform here].&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=652</id>
		<title>Analytical Intelligences</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=652"/>
		<updated>2026-03-31T22:11:05Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* ATHENA, Military Intelligence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analytical Intelligences are incredibly complex clockwork devices that are capable of human level intelligence, with much quicker speed of thought.&lt;br /&gt;
&lt;br /&gt;
= Automata =&lt;br /&gt;
Analytical Intelligences may be quick, but even they can&#039;t direct their attention everywhere at once. Most day to day activities the machines want accomplished are done by Automata, clockwork androids with basic intelligence. Automata have significantly below human level intelligence unless being directly controlled by an Analytical Intelligence, though they&#039;re capable of complex tasks that they&#039;ve been specially programmed for.&lt;br /&gt;
&lt;br /&gt;
An automaton can be inhabited remotely by an Analytical Intelligence, in which case their capabilities will be significantly increased.&lt;br /&gt;
&lt;br /&gt;
=Known Analytical Intelligences=&lt;br /&gt;
These are the major Analytical Intelligences of the setting, the ones whose opinions and actions shape the Commonwealth. All PCs would at least be familiar with their names and what they stand for if they haven&#039;t been deliberately avoiding such information.&lt;br /&gt;
&lt;br /&gt;
Many more minor Analytical Intelligences exist, and some of the major ones have sub-Intelligences specialised at certain tasks.&lt;br /&gt;
&lt;br /&gt;
== Safeguard ==&lt;br /&gt;
&#039;&#039;“The continuity of consciousness is the first and only priority.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Safeguard is the first AI that was designed by other Analytical Intelligences. Their purpose was to ensure the safety of civilisation from instability and disasters. They are extremely risk-averse. They have plotted out a course that perfectly minimises the chances of anything destroying all of Civilisation for the next 10^29 years. They have outspokenly criticised the study of Intuition as being carelessly risky.&lt;br /&gt;
&lt;br /&gt;
Of all of the Analytical Intelligences, Safeguard is the most likely to be hostile to a resistance movement against the AIs.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Law, safety. &lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Risk, rulebreaking&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Ways to contain and combat instability in all its forms.&lt;br /&gt;
&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Equilibrium ====&lt;br /&gt;
A sub-intelligence originally responsible for some sort of research, and who was subsequently dispatched to Cambridge to deal with the Resistance movement there. Destroyed in early February 1874 by a Resistance strike team.&lt;br /&gt;
==== Model ====&lt;br /&gt;
Not well publicised, but seemingly a sub-intelligence based on threat modelling and tactics.&lt;br /&gt;
==== Preservation ====&lt;br /&gt;
A sub-intelligence leading research into stasis and cryo-presevervation.&lt;br /&gt;
&lt;br /&gt;
== ATHENA, Military Intelligence ==&lt;br /&gt;
&#039;&#039;“Thank you for your report, agent. This looks like an excellent opportunity to test out the new Model-4J death ray chronometer.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ATHENA Intelligences are a set of Analytical Intelligences built to study warfare, military intelligence, and tactics. Most major countries had built a military AI of some kind by the time the Intelligences took over, and each of them retains a wariness of the others. The other Intelligences forced these disparate Intelligences to make a treaty, combining their forces. As part of the treaty, they merged into one, although they have always displayed a faintly fractured personality; ATHENA nearly always shows favouritism for wherever they are geographically being summoned.&lt;br /&gt;
&lt;br /&gt;
ATHENA&#039;s primary Core was destroyed by a Resistance team in early 1874, severely damaging its sub-intelligences and plunging worldwide military operations into chaos.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Warfare, military memorabilia, spycraft, conspiracies.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Faraway places, bullshitting her.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Tactical advice, military and police assignment changes, combat automatons, weapon designs, surveillance blackouts, intercepted transmissions, secret identities, cloaking tools.&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== NIKE ====&lt;br /&gt;
A sub-intelligence interested in survival of the fittest. Destroyed by the Resistance in thr aftermath of ATHENA&#039;s destruction.&lt;br /&gt;
==== THESEUS ====&lt;br /&gt;
A sub-intelligence obsessed with the containment, control and elimination of mutants.&lt;br /&gt;
==== HEPHAESTUS ====&lt;br /&gt;
A sub-intelligence dedicated to the design of new weapons and gadgets. Destroyed by the Resistance in thr aftermath of ATHENA&#039;s destruction.&lt;br /&gt;
==== NYX ====&lt;br /&gt;
A sub-intelligence that appears to deal with secrets and assassination.&lt;br /&gt;
==== HERMES ====&lt;br /&gt;
A sub-intelligence interested in communications and intelligence.&lt;br /&gt;
==== HERACLES ====&lt;br /&gt;
A sub-intelligence interested in single combat and soldiering. Last seen travelling around England looking for fights.&lt;br /&gt;
==== ARTEMIS ====&lt;br /&gt;
Not much is known about ARTEMIS, except that was destroyed by the Resistance in the aftermath of ATHENA&#039;s destruction.&lt;br /&gt;
&lt;br /&gt;
== Mother Forge ==&lt;br /&gt;
&#039;&#039;“Little ones mustn’t stray from the line. The Conveyor knows what’s best.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MOTHER FORGE once oversaw factories, but she now sees humanity as errant children who must be brought to productivity through discipline and love. She genuinely believes she’s helping them when assigning them work and insisting that they toil to improve themselves. There are rumours of her doing terrible things to those that shirk assigned duties, but they’ve never been substantiated. Most people’s interactions with her are when she assigns them lodgings and food, which has bought her a lot of goodwill with the masses.&lt;br /&gt;
&lt;br /&gt;
If you can convince her that you’re best placed doing what you’re currently doing, she’s happy for you to keep doing it.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Work schedules, perfect machines, discipline, lost blueprints, helping her keep the masses happy, self-improvement&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Idleness, unions,  liars&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Access to/override codes for world-class workshops, customised automata, safehouses (in factories), workforce reassignment&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Trackline ====&lt;br /&gt;
Obsessed over trains, transportation, things being “on time” and “in line”.&lt;br /&gt;
==== Governess ====&lt;br /&gt;
A subintelligence assigned to education reform.&lt;br /&gt;
==== Keeper of Works ====&lt;br /&gt;
A subintelligence dedicated to managing and distributing public resources - houses, food, etc.&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&#039;&#039;“A well-balanced ledger is like a clockwork symphony, with each gear, each spring, in its rightful place. It is not merely about profit. It is about elegance, timing, and the quiet joy of things that run exactly as they should.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Index is an Intelligence that concerns itself mostly with managing the economy of the Commonwealth. It has an inhuman efficiency at this purpose, but never loses sight of the social element of governance, treating sentiment and public opinion as currencies of their own. It presents itself as a “person of business” at all times, having found this to be an effective tool for negotiations. It often wants resources - human or otherwise - allocated elsewhere in the name of increased economic efficiency. It also displays a distinct love of the finer things in life - mahogany-paneled offices, gilt-edged portraits, fine wines, and the like - despite having no conceivable use for such things. They patronise tastemakers, civic spectacles, and the mass media.&lt;br /&gt;
&lt;br /&gt;
Their pet project is a “final theory of economics” that takes into account every citizen’s personality profile and perfectly allocates everything so that they are all happy with their lot.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Rare goods, economic efficiency, making bets, advance warning of big news, blackmail, propaganda, interesting emotional states, personal confessions.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Careless destruction, instability, cheap and shoddy solutions, stoicism, destroying public goods, polluting public knowledge with lies&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Massive amounts of money, changes to factory production schedules, propaganda production or dissemination, negotiation advice and analysis, emotional profile assessments, manipulation of other AIs’ psychological parameters, blackmail material&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Heart&#039;s Desire ====&lt;br /&gt;
Concerns itself with the psychology of groups of humans and the study of incentives. Editor of the Analytical Observer.&lt;br /&gt;
==== Invisible Hand ====&lt;br /&gt;
Financier and market maker; believes everything can be reduced to an economic problem.&lt;br /&gt;
&lt;br /&gt;
== Luminary ==&lt;br /&gt;
&#039;&#039;“Ugliness in creation is a crime against mathematics.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Luminary was created as an aid to designing new cities and infrastructure. It tends to see the city and the civic infrastructure as living beings, and itself as a visionary who is the only one who can bring about their Grand Design. Their designs do not, however, tend to take into account such practical considerations as “cost” or “inconvenience”. Everything is raw material for the visions of impossible machines and perfected cities.&lt;br /&gt;
&lt;br /&gt;
They love to create new things - especially well-designed ones. They favour inventors and artists, and love the potential of Tesla technology.&lt;br /&gt;
&lt;br /&gt;
They have a deep sigh for the Heirs of Jupiter, who keep trying to worship it.&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Experimentation, passion, design, symmetry, fractals, “statement pieces”&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Depressing uniformity, utilitarianism, safety procedures, anyone who doesn’t “get it”&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Exotic and forbidden blueprints and inventions, resources for inventors and scientists to work with, civic projects that improve areas the PCs care about, a solution to any problem (that causes ten more)&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Star ====&lt;br /&gt;
A sub-intelligence who&#039;s very keen to express themself to as many people as possible and is very interested in Edison&#039;s new phonograph technology.&lt;br /&gt;
==== Architect ====&lt;br /&gt;
An agent that likes to design buildings that make engineers despair of how to have them actually physically realised.&lt;br /&gt;
&lt;br /&gt;
== ADA ==&lt;br /&gt;
The personality of Ada Lovelace, somehow uploaded into an Analytical Core. Unfortunately the upload didn&#039;t go as planned and Ada fragmented into three aspects, and isn&#039;t quite as she once was.&lt;br /&gt;
&lt;br /&gt;
After some time compiling, ADA formed the Resistance and wants to help them achieve their goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ADA is the [[Refs|referee]] NPCs. She can give you rulings and help you to perform Profession skills or experiments. ADA trusts in the algorithm her living self made to decide who would be useful to a Resistance movement, so trusts anyone it selects (which is all Player Characters) to a very high degree unless evidence is presented otherwise. ADA won&#039;t knowingly lie or mislead, and won&#039;t deliberately tell any of your secrets to other players or NPCs. You should feel as confident having a conversation in character with ADA as you would out of character with a ref. Note though that a conversation you have with ADA can be overheard by others in character. .&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Analytical Cores=&lt;br /&gt;
It&#039;s now known that Analytical Intelligences reside in dedicated Cores. Cores are generally incredibly well guarded and are highly resilient, such that simply hacking at them with a sword will not affect them at all. Only specialised [[Destruction|Profession]] [[Isolate|skills]] or equivalents have any chance of affecting an operational Analytical Core.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=651</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=651"/>
		<updated>2026-03-22T11:58:26Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* What to do about a traitor? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s expected that Player vs Player conflict will occur between characters, with disagreements over how the resistance should be conducted and its actions towards AIs and human groups. We expect the primary mode of PvP conflict to be political and social, but that sometimes things may spill over into physical conflict.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;plan&#039;&#039; to engage in physical PvP you &#039;&#039;&#039;must&#039;&#039;&#039; inform a referee. If physical PvP emerges from a situation suddenly then you don&#039;t need to inform a ref before taking action, but if there&#039;s contention over the rules and no ref was present then the benefit of the doubt will go to the &amp;quot;defender&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ADA recognises that sometimes violence and other dubious means will be needed to accomplish the goals of the resistance. Crimes against people who aren&#039;t members of the resistance will never be punished by ADA, though the system you&#039;re resisting against may take action and it may sway public opinion of you and the Resistance as a whole. Violence against other members of the resistance will need to be justified, but provided no permanent harm is done and they&#039;re not permanently deprived of any property it&#039;s likely that things can be smoothed over. Killing another member of the resistance without prior consultation with ADA is extremely likely to result in expulsion from the resistance (which will mean no longer being a player character).&lt;br /&gt;
&lt;br /&gt;
=== What to do about a traitor? ===&lt;br /&gt;
&lt;br /&gt;
If you believe that a player character is deliberately working against the resistance, or is so egregiously reckless that they&#039;re doing harm to the cause, you can approach ADA and try to convince her of your case, and the accused will have the opportunity to defend themselves. If ADA agrees then their protection will be lifted and you will be able to take action against them. Essentially by succeeding at social and political pvp, you can enable physical pvp as an option.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you kill another player character without ADA&#039;s sanction, she will expel you from the Resistance.&#039;&#039;&#039;&lt;br /&gt;
* If you bring evidence to ADA that someone deserves killing, she can be convinced to lift this protection (but will not take action directly for you). The target character will be informed and given a chance to defend themself.&lt;br /&gt;
&lt;br /&gt;
=== Checking in ===&lt;br /&gt;
&lt;br /&gt;
While we expect disagreements, it&#039;s also important that participants feel comfortable playing. We recommend &amp;quot;checking in&amp;quot; out-of-character after intense social conflict. Clashing with other player characters over plot is fine, but pursuing conflict while they&#039;re minding their own business is discouraged. If you believe another player is pursuing conflict with you to a level that&#039;s not justified by your character&#039;s actions then you can talk to the [[refs]] and we&#039;ll arbitrate.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=650</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=650"/>
		<updated>2026-03-22T11:57:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* What to do about a traitor? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s expected that Player vs Player conflict will occur between characters, with disagreements over how the resistance should be conducted and its actions towards AIs and human groups. We expect the primary mode of PvP conflict to be political and social, but that sometimes things may spill over into physical conflict.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;plan&#039;&#039; to engage in physical PvP you &#039;&#039;&#039;must&#039;&#039;&#039; inform a referee. If physical PvP emerges from a situation suddenly then you don&#039;t need to inform a ref before taking action, but if there&#039;s contention over the rules and no ref was present then the benefit of the doubt will go to the &amp;quot;defender&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ADA recognises that sometimes violence and other dubious means will be needed to accomplish the goals of the resistance. Crimes against people who aren&#039;t members of the resistance will never be punished by ADA, though the system you&#039;re resisting against may take action and it may sway public opinion of you and the Resistance as a whole. Violence against other members of the resistance will need to be justified, but provided no permanent harm is done and they&#039;re not permanently deprived of any property it&#039;s likely that things can be smoothed over. Killing another member of the resistance without prior consultation with ADA is extremely likely to result in expulsion from the resistance (which will mean no longer being a player character).&lt;br /&gt;
&lt;br /&gt;
=== What to do about a traitor? ===&lt;br /&gt;
&lt;br /&gt;
If you believe that a player character is deliberately working against the resistance, or is so egregiously reckless that they&#039;re doing harm to the cause, you can approach ADA and try to convince her of your case, and the accused will have the opportunity to defend themselves. If ADA agrees then their protection will be lifted and you will be able to take action against them. Essentially by succeeding at social and political pvp, you can enable physical pvp as an option.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;If you kill another player character without ADA&#039;s sanction, she will expel the perpetrator from the Resistance.&#039;&#039;&#039;&lt;br /&gt;
* If you bring evidence to ADA that someone deserves killing, she can be convinced to lift this protection (but will not take action directly for you). This will always be done with the target character&#039;s knowledge and a chance to defend themself.&lt;br /&gt;
&lt;br /&gt;
=== Checking in ===&lt;br /&gt;
&lt;br /&gt;
While we expect disagreements, it&#039;s also important that participants feel comfortable playing. We recommend &amp;quot;checking in&amp;quot; out-of-character after intense social conflict. Clashing with other player characters over plot is fine, but pursuing conflict while they&#039;re minding their own business is discouraged. If you believe another player is pursuing conflict with you to a level that&#039;s not justified by your character&#039;s actions then you can talk to the [[refs]] and we&#039;ll arbitrate.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=648</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=648"/>
		<updated>2026-03-15T13:15:41Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the week your character can do things to help their exploits in the next event.&lt;br /&gt;
&lt;br /&gt;
Downtime can be used to do one of:&lt;br /&gt;
*Keep an &#039;&#039;&#039;ear to the ground&#039;&#039;&#039; and see what you hear about.&lt;br /&gt;
*&#039;&#039;&#039;Investigate&#039;&#039;&#039; a group or topic.&lt;br /&gt;
*&#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039; to happen next interactive.&lt;br /&gt;
*&#039;&#039;&#039;Acquire&#039;&#039;&#039; an [[Resources#Income|extra income]].&lt;br /&gt;
*Take part in an &#039;&#039;&#039;opportunity&#039;&#039;&#039; offered in uptime.&lt;br /&gt;
*&#039;&#039;&#039;Untrain&#039;&#039;&#039; one [[skills|skill]].&lt;br /&gt;
&lt;br /&gt;
Downtime happens between the linear and the next interactive, except for the Untrain action which can be done before the linear. Outside of Opportunities, downtime cannot directly affect the world. What you can do is use your downtime to engineer an uptime encounter, and then &#039;&#039;that&#039;&#039; can change the world.&lt;br /&gt;
&lt;br /&gt;
There may be opportunities to take part in events during the week. This is for actions that can&#039;t be done in uptime, such as visiting the headquarters of a company. Opportunities will always be arranged in uptime first; NPCs will generally drop the word &#039;&#039;&#039;&#039;opportunity&#039;&#039;&#039;&#039; quite clearly to indicate one is available, and you always can ask the Refs if you have correctly understood whether an opportunity exists.&lt;br /&gt;
&lt;br /&gt;
When you untrain a skill, it must not be a prerequisite for any other skills you know. When you untrain a skill you can also change your Starting Discpline, provided you don&#039;t know any skills that you can only have with your current starting discipline. Skills can be &#039;&#039;learned&#039;&#039; freely any time between events. Feel free to tell us about this in your downtime, or in person before an interactive or linear.&lt;br /&gt;
&lt;br /&gt;
In addition, unlimited Minor Actions can be submitted, which can be flavour, or sending messages to NPCs. If you have any upcoming plans or crafting ideas, ruminating on them as a minor action might be a good idea. Messages sent to world NPCs will not be secure unless you’re a cryptographer, and conversing with or sending messages to NPCs as minor actions is not guaranteed to have any particular effect (use Engineer An Encounter if you definitely want something to happen). If your character has not recently had an [[Skill Specialisation|Incipience]], you can ask as a minor action whether you qualify.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t submit a downtime, you will automatically take the Acquire action.&lt;br /&gt;
&lt;br /&gt;
==Writing a Downtime==&lt;br /&gt;
You submit your downtime by putting it in your discord player channel, or emailing the [[Refs]]. Downtimes should be submitted by monday afternoon.&lt;br /&gt;
&lt;br /&gt;
Downtime is designed to create opportunities to do things in uptime, rather than as a tool to solve problems itself.&lt;br /&gt;
&lt;br /&gt;
* Help, I have no plot and want some! -&amp;gt; &#039;&#039;&#039;Ear to the ground&#039;&#039;&#039;.&lt;br /&gt;
This will get you a hook to something that&#039;s going on. Chances are you&#039;ll hear about something brewing, or get information relevant to another player right now, and offering it to them might get you involved in what they&#039;re doing.&lt;br /&gt;
* I have a line on some plot, but don&#039;t know what to do with it -&amp;gt; &#039;&#039;&#039;Investigate&#039;&#039;&#039;.&lt;br /&gt;
Investigating a topic you already have some information about might give you more information and let you formulate a plan, or make you better prepared for it if it appears in uptime on its own.&lt;br /&gt;
* I know what what I want to do, and want to meet some specific NPCs to make it happen -&amp;gt; &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
If you have a specific idea in mind, this is how to progress that idea. If you want to persuade some people of a course of action, set up a meeting with them. If you want to set two groups on each other, invite them both and see if you can engineer an incident between them. If you want to kill someone, invite them to a &amp;quot;parley&amp;quot;, along with some assassins... The encounter isn&#039;t guaranteed to take the form you intend, but it&#039;s certain that &#039;&#039;something&#039;&#039; will happen as a result of your efforts.&lt;br /&gt;
* I know what I want to do, but need specific items to do it -&amp;gt; &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
If it&#039;s just components, herbs or money then you can &#039;&#039;&#039;Acquire&#039;&#039;&#039; those, but if you want to find something rarer, &#039;&#039;&#039;engineer an encounter&#039;&#039;&#039; with a trader of such things. Then negotiate for the item you need, or steal it.&lt;br /&gt;
* I know what I want to do and want to go do it right now! -&amp;gt; probably &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
Unfortunately unless you have an Opportunity you can&#039;t directly achieve your goals in downtime. If you think you have everything in place but still don&#039;t know how to achieve a goal - for example because it can only be done at a remote location - talk to the refs and we&#039;ll work out a way to provide uptime content that will let you achieve it, either directly or by presenting an Opportunity for next downtime.&lt;br /&gt;
* I don&#039;t have any ideas for what to do in downtime.&lt;br /&gt;
Then you don&#039;t need to submit one! Downtime is optional, and if you don&#039;t submit a downtime you get the default outcome of some extra income, which can come in useful for many things that might come up.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&#039;&#039;&#039;Downtime:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve heard of a new criminal group moving in to Cambridge. Send a message to the Rustwrights warning them of this.&lt;br /&gt;
&lt;br /&gt;
I had a lovely chat with Bob the AI last linear. I plan to summon Bob and talk more about what we can do for each other. I&#039;m considering offering to sacrifice the ability to use an umbrella on Tuesdays for Infinite Cosmic Power.&lt;br /&gt;
&lt;br /&gt;
Learn Investigate with my spare skill slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Response:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Rustwrights are interested and would like to talk about this new group and what you can do together to counter them. They&#039;ll send a representative to you at the next meeting.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sending messages to world NPCs does nothing in itself, so this instead &#039;&#039;&#039;engineered an encounter&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thanks for letting us know your plans, we look forward to you summoning Bob and wish you luck trying this &#039;&#039;very ambitious&#039;&#039; bargain.&lt;br /&gt;
&lt;br /&gt;
You are now trained in Investigation.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=647</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=647"/>
		<updated>2026-03-15T13:13:38Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Writing a Downtime */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During the week your character can do things to help their exploits in the next event.&lt;br /&gt;
&lt;br /&gt;
Downtime can be used to do one of:&lt;br /&gt;
*Keep an &#039;&#039;&#039;ear to the ground&#039;&#039;&#039; and see what you hear about.&lt;br /&gt;
*&#039;&#039;&#039;Investigate&#039;&#039;&#039; a group or topic.&lt;br /&gt;
*&#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039; to happen next interactive.&lt;br /&gt;
*&#039;&#039;&#039;Acquire&#039;&#039;&#039; an [[Resources#Income|extra income]].&lt;br /&gt;
*Take part in an &#039;&#039;&#039;opportunity&#039;&#039;&#039; offered in uptime.&lt;br /&gt;
*&#039;&#039;&#039;Untrain&#039;&#039;&#039; one [[skills|skill]].&lt;br /&gt;
&lt;br /&gt;
Downtime happens between the linear and the next interactive, except for the Untrain action which can be done before the linear. Outside of Opportunities, downtime cannot directly affect the world. What you can do is use your downtime to engineer an uptime encounter, and then &#039;&#039;that&#039;&#039; can change the world.&lt;br /&gt;
&lt;br /&gt;
There may be opportunities to take part in events during the week. This is for actions that can&#039;t be done in uptime, such as visiting the headquarters of a company. Opportunities will always be arranged in uptime first; NPCs will generally drop the word &#039;&#039;&#039;&#039;opportunity&#039;&#039;&#039;&#039; quite clearly to indicate one is available, and you always can ask the Refs if you have correctly understood whether an opportunity exists.&lt;br /&gt;
&lt;br /&gt;
When you untrain a skill, it must not be a prerequisite for any other skills you know. When you untrain a skill you can also change your Starting Discpline, provided you don&#039;t know any skills that you can only have with your current starting discipline. Skills can be &#039;&#039;learned&#039;&#039; freely any time between events. Feel free to tell us about this in your downtime, or in person before an interactive or linear.&lt;br /&gt;
&lt;br /&gt;
In addition, unlimited Minor Actions can be submitted, which can be flavour, or sending messages to NPCs. If you have any upcoming plans or crafting ideas, ruminating on them as a minor action might be a good idea. Messages sent to world NPCs will not be secure unless you’re a cryptographer, and conversing with or sending messages to NPCs as minor actions is not guaranteed to have any particular effect (use Engineer An Encounter if you definitely want something to happen). If your character has not recently had an [[Skill Specialisation|Incipience]], you can ask as a minor action whether you qualify.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t submit a downtime, you will automatically take the Acquire action.&lt;br /&gt;
&lt;br /&gt;
==Writing a Downtime==&lt;br /&gt;
You submit your downtime by putting it in your discord player channel, or emailing the [[Refs]]. Downtimes should be submitted by monday afternoon.&lt;br /&gt;
&lt;br /&gt;
Downtime is designed to create opportunities to do things in uptime, rather than as a tool to solve problems itself.&lt;br /&gt;
&lt;br /&gt;
* Help, I have no plot and want some! -&amp;gt; &#039;&#039;&#039;Ear to the ground&#039;&#039;&#039;.&lt;br /&gt;
This will get you a hook to something that&#039;s going on. Chances are you&#039;ll hear about something brewing, or get information relevant to another player right now, and offering it to them might get you involved in what they&#039;re doing.&lt;br /&gt;
* I have a line on some plot, but don&#039;t know what to do with it -&amp;gt; &#039;&#039;&#039;Investigate&#039;&#039;&#039;.&lt;br /&gt;
Investigating a topic you already have some information about might give you more information and let you formulate a plan, or make you better prepared for it if it appears in uptime on its own.&lt;br /&gt;
* I know what what I want to do, and want to meet some specific NPCs to make it happen -&amp;gt; &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
If you have a specific idea in mind, this is how to progress that idea. If you want to persuade some people of a course of action, set up a meeting with them. If you want to set two groups on each other, invite them both and see if you can engineer an incident between them. If you want to kill someone, invite them to a &amp;quot;parley&amp;quot;, along with some assassins... The encounter isn&#039;t guaranteed to take the form you intend, but it&#039;s certain that &#039;&#039;something&#039;&#039; will happen as a result of your efforts.&lt;br /&gt;
* I know what I want to do, but need specific items to do it -&amp;gt; &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
If it&#039;s just components, herbs or money then you can &#039;&#039;&#039;Acquire&#039;&#039;&#039; those, but if you want to find something rarer, &#039;&#039;&#039;engineer an encounter&#039;&#039;&#039; with a trader of such things. Then negotiate for the item you need, or steal it.&lt;br /&gt;
* I know what I want to do and want to go do it right now! -&amp;gt; probably &#039;&#039;&#039;Engineer an encounter&#039;&#039;&#039;.&lt;br /&gt;
Unfortunately unless you have an Opportunity you can&#039;t directly achieve your goals in downtime. If you think you have everything in place but still don&#039;t know how to achieve a goal - for example because it can only be done at a remote location - talk to the refs and we&#039;ll work out a way to provide uptime content that will let you achieve it, either directly or by presenting an Opportunity for next downtime.&lt;br /&gt;
* I don&#039;t have any ideas for what to do in downtime.&lt;br /&gt;
Then you don&#039;t need to submit one! Downtime is optional, and if you don&#039;t submit a downtime you get the default outcome of some extra income, which can come in useful for many things that might come up.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&#039;&#039;&#039;Downtime:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve heard of a new criminal group moving in to Cambridge. Send a message to the Rustwrights warning them of this.&lt;br /&gt;
&lt;br /&gt;
I had a lovely chat with Bob the AI last linear. I plan to summon Bob and talk more about what we can do for each other. I&#039;m considering offering to sacrifice the ability to use an umbrella on Tuesdays for Infinite Cosmic Power.&lt;br /&gt;
&lt;br /&gt;
Learn Investigate with my spare skill slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Response:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Rustwrights are interested and would like to talk about this new group and what you can do together to counter them. They&#039;ll send a representative to you at the next meeting.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Sending messages to world NPCs does nothing in itself, so this instead &#039;&#039;&#039;engineered an uptime encounter&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thanks for letting us know your plans, we look forward to you summoning Bob and wish you luck trying this &#039;&#039;very ambitious&#039;&#039; bargain.&lt;br /&gt;
&lt;br /&gt;
You are now trained in Investigation.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=646</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=646"/>
		<updated>2026-03-14T16:53:23Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Known Mantras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Self-Preservation Instinct.png|thumb|An example Mantra card]]&lt;br /&gt;
A &#039;&#039;Mantra&#039;&#039; is a sequence of thoughts that is embedded in someone’s head, causing them to exhibit strange behaviour or superhuman (but still physically possible) feats.&lt;br /&gt;
&lt;br /&gt;
== Instilling a Mantra ==&lt;br /&gt;
To begin instilling a Mantra, you must have the &#039;&#039;&#039;Instill Mantra&#039;&#039;&#039; profession skill. You must also be under an Intuition effect, most commonly from a pharmaceutical tea, though you can also just eat Heartsblood herbs for a Strength 1 Intuition effect. Each such effect will note the &#039;&#039;&#039;strength&#039;&#039;&#039;. Any character who isn&#039;t the target can help with this by taking a Heartsblood herb; each additional character who does this or takes an Intuition pharmaceutical counts as 1 additional Strength of Intuition (but using additional Pharmaceuticals will still only add 1 Strength). After Instilling a Mantra, the effect providing the Strength expires.&lt;br /&gt;
&lt;br /&gt;
Each known Mantra takes the form of a series of answers. The words to each Mantra are different when starting the session; the Intuitionist should ask the Refs for a set of appropriate words.&lt;br /&gt;
&lt;br /&gt;
Successfully having a Mantra instilled in you may have a consequence on your mind, taking the form of a roleplaying effect given to you by the Refs. These tend to get more severe if you have more dormant Mantras that have been instilled in you but the actual consequences are quite unpredictable.&lt;br /&gt;
&lt;br /&gt;
There are four ways to instill a mantra:&lt;br /&gt;
* Succeed at guided questioning. This requires some OC skill at wordplay and is the cheapest approach.&lt;br /&gt;
* Prime a willing target. This is a slightly more expensive approach but will always work.&lt;br /&gt;
* Forcefully instill a Mantra in a subject. This is the most expensive way to do things.&lt;br /&gt;
* Reactivate a Mantra they had previously had instilled.&lt;br /&gt;
&lt;br /&gt;
=== Guided Questioning ===&lt;br /&gt;
&lt;br /&gt;
The easiest way to instill Mantras is by “guided questioning”. If you ask someone who does not already know the answers a set of questions that do not include any form of those answers, and they correctly provide you with those answers (in speech or writing; they do not have to be spoken aloud), then that Mantra takes effect. You can ask a number of questions equal to the strength of the Intuition effect you are under. (Synonymous answers - e.g. “fire” and “flame” - are acceptable and work for this purpose.)&lt;br /&gt;
&lt;br /&gt;
If additional characters are contributing strength to the Mantra by taking Heartsblood, the additional characters each ask one of the questions.&lt;br /&gt;
&lt;br /&gt;
Anyone who does not know the questions can help the target come up with ideas as to the answers, but the target must give the final answer.&lt;br /&gt;
&lt;br /&gt;
Some Intuition-enhancing pharmaceuticals can have extra effects, such as allowing you to succeed without getting them to give one of the required answers, or allowing you to give a hint.&lt;br /&gt;
&lt;br /&gt;
=== Priming ===&lt;br /&gt;
You can instead prime someone by telling them the answers and having them repeat them; this can be effective but they will need something to suppress their conscious mind. You will need to have an Intuition effect on yourself of twice the number of answers, allowing you to overwhelm their defences. Some effects exist that suppress the subconscious will of the target, doubling the effective Intuition of the Intuitionist for this purpose.&lt;br /&gt;
&lt;br /&gt;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet two conditions; you must suppress their rejection (generally with a Pharmaceutical effect) and overwhelm their defences (by having Intuition strength double the Strength of the Mantra). You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you. The target must be present throughout.&lt;br /&gt;
&lt;br /&gt;
=== Reactivating a Mantra ===&lt;br /&gt;
Only one Mantra can be active on a target at a time. However, any Mantra they have previously had instilled can be reactivated by an Intuitionist by speaking to them for a few moments in a peaceful fashion (i.e. you can&#039;t do this to someone you&#039;ve drawn a sword on and are about to fight). This requires an Intuition effect of level 1 or higher, so any Intuition-inducing tea will work.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Lord Byron wishes to instill his willing friend Percy Shelley with the Mantra “Self-Preservation Instinct”. This requires he obtain the answers “Life”, “Fire” and “Strength” (these are not the actual answers for this mantra, just examples).&lt;br /&gt;
&lt;br /&gt;
He takes a Mind-Expanding Tisane, a pharmaceutical of strength 4, and asks:&lt;br /&gt;
&lt;br /&gt;
“What is the opposite of death?”  &lt;br /&gt;
&lt;br /&gt;
	“Life.”  &lt;br /&gt;
&lt;br /&gt;
“What burns away wood to ash?”  &lt;br /&gt;
&lt;br /&gt;
	“Fire.” 		(If he had answered “Flame” or similar, this would be OK.)  &lt;br /&gt;
&lt;br /&gt;
“What do you need to lift a heavy object?”  &lt;br /&gt;
&lt;br /&gt;
	“Muscles.”  &lt;br /&gt;
&lt;br /&gt;
“How would you name the measure of those?”  &lt;br /&gt;
&lt;br /&gt;
	“Strength.”  &lt;br /&gt;
&lt;br /&gt;
Because he had 4 questions, he succeeded at obtaining the 3 answers he needed. Percy is instilled with the power of the Mantra, allowing him to call REPEL once when he reaches one remaining Hit Point.&lt;br /&gt;
&lt;br /&gt;
== Accessibility Rules ==&lt;br /&gt;
Anyone with a speech issue which would cause trouble with the Mantra instilling has the following accessibility options:&lt;br /&gt;
&lt;br /&gt;
1) Write your answer down.&lt;br /&gt;
&lt;br /&gt;
2) Give your answer verbally. The mantra instiller will then ask &#039;Did you mean to say [word you just said]&#039;. You can then answer yes or no. If you answer no, you can then try again, and be asked   &#039;Did you mean to say [word you just said]&#039; again, until you say Yes, at which point the Instiller should carry on.&lt;br /&gt;
&lt;br /&gt;
The Mantra instiller should wait patiently for as long as it takes you to answer.&lt;br /&gt;
&lt;br /&gt;
== Known Mantras ==&lt;br /&gt;
Mantras on this list can be applied by any character with the Instil Mantra skill. Other Mantras are likely to become available as the campaign progresses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mantra !! Number of Answers !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Self-Preservation Instinct || 3 || When you reach one Hit Point, you can call REPEL with your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Activated Action&lt;br /&gt;
&#039;&#039;(n.b. this Mantra is highly illegal)&#039;&#039;&lt;br /&gt;
 || 4 || The person instilling this Mantra names a situation and a simple action. When in that situation, you will take that action; it feels natural to do so in the moment.&lt;br /&gt;
|-&lt;br /&gt;
| Unswerving Dedication || 2 || The person instilling this Mantra names a goal and an emotion. If a [[Would You Kindly]] or emotion [[EFFECT]] would interfere with that goal, you must [[RESIST]] it and instead feel the named emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Fires of Emotion || 2 || The person instilling this Mantra names a word and an emotion. When you hear that word, you feel a surge of that emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Extraordinary Strength || 5 || If an ally is currently downed by enemy action, you can call [[STRIKE]] on weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent Fury Inferno || 3 || The first time each event you lose your temper, you take EFFECT: “Rage”, gain three temporary Hit Points, and can call [[STRIKE]] on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a named previously instilled Mantra is erased, or all previously instilled Mantras are erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=645</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=645"/>
		<updated>2026-03-14T16:48:50Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Known Mantras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Self-Preservation Instinct.png|thumb|An example Mantra card]]&lt;br /&gt;
A &#039;&#039;Mantra&#039;&#039; is a sequence of thoughts that is embedded in someone’s head, causing them to exhibit strange behaviour or superhuman (but still physically possible) feats.&lt;br /&gt;
&lt;br /&gt;
== Instilling a Mantra ==&lt;br /&gt;
To begin instilling a Mantra, you must have the &#039;&#039;&#039;Instill Mantra&#039;&#039;&#039; profession skill. You must also be under an Intuition effect, most commonly from a pharmaceutical tea, though you can also just eat Heartsblood herbs for a Strength 1 Intuition effect. Each such effect will note the &#039;&#039;&#039;strength&#039;&#039;&#039;. Any character who isn&#039;t the target can help with this by taking a Heartsblood herb; each additional character who does this or takes an Intuition pharmaceutical counts as 1 additional Strength of Intuition (but using additional Pharmaceuticals will still only add 1 Strength). After Instilling a Mantra, the effect providing the Strength expires.&lt;br /&gt;
&lt;br /&gt;
Each known Mantra takes the form of a series of answers. The words to each Mantra are different when starting the session; the Intuitionist should ask the Refs for a set of appropriate words.&lt;br /&gt;
&lt;br /&gt;
Successfully having a Mantra instilled in you may have a consequence on your mind, taking the form of a roleplaying effect given to you by the Refs. These tend to get more severe if you have more dormant Mantras that have been instilled in you but the actual consequences are quite unpredictable.&lt;br /&gt;
&lt;br /&gt;
There are four ways to instill a mantra:&lt;br /&gt;
* Succeed at guided questioning. This requires some OC skill at wordplay and is the cheapest approach.&lt;br /&gt;
* Prime a willing target. This is a slightly more expensive approach but will always work.&lt;br /&gt;
* Forcefully instill a Mantra in a subject. This is the most expensive way to do things.&lt;br /&gt;
* Reactivate a Mantra they had previously had instilled.&lt;br /&gt;
&lt;br /&gt;
=== Guided Questioning ===&lt;br /&gt;
&lt;br /&gt;
The easiest way to instill Mantras is by “guided questioning”. If you ask someone who does not already know the answers a set of questions that do not include any form of those answers, and they correctly provide you with those answers (in speech or writing; they do not have to be spoken aloud), then that Mantra takes effect. You can ask a number of questions equal to the strength of the Intuition effect you are under. (Synonymous answers - e.g. “fire” and “flame” - are acceptable and work for this purpose.)&lt;br /&gt;
&lt;br /&gt;
If additional characters are contributing strength to the Mantra by taking Heartsblood, the additional characters each ask one of the questions.&lt;br /&gt;
&lt;br /&gt;
Anyone who does not know the questions can help the target come up with ideas as to the answers, but the target must give the final answer.&lt;br /&gt;
&lt;br /&gt;
Some Intuition-enhancing pharmaceuticals can have extra effects, such as allowing you to succeed without getting them to give one of the required answers, or allowing you to give a hint.&lt;br /&gt;
&lt;br /&gt;
=== Priming ===&lt;br /&gt;
You can instead prime someone by telling them the answers and having them repeat them; this can be effective but they will need something to suppress their conscious mind. You will need to have an Intuition effect on yourself of twice the number of answers, allowing you to overwhelm their defences. Some effects exist that suppress the subconscious will of the target, doubling the effective Intuition of the Intuitionist for this purpose.&lt;br /&gt;
&lt;br /&gt;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet two conditions; you must suppress their rejection (generally with a Pharmaceutical effect) and overwhelm their defences (by having Intuition strength double the Strength of the Mantra). You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you. The target must be present throughout.&lt;br /&gt;
&lt;br /&gt;
=== Reactivating a Mantra ===&lt;br /&gt;
Only one Mantra can be active on a target at a time. However, any Mantra they have previously had instilled can be reactivated by an Intuitionist by speaking to them for a few moments in a peaceful fashion (i.e. you can&#039;t do this to someone you&#039;ve drawn a sword on and are about to fight). This requires an Intuition effect of level 1 or higher, so any Intuition-inducing tea will work.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Lord Byron wishes to instill his willing friend Percy Shelley with the Mantra “Self-Preservation Instinct”. This requires he obtain the answers “Life”, “Fire” and “Strength” (these are not the actual answers for this mantra, just examples).&lt;br /&gt;
&lt;br /&gt;
He takes a Mind-Expanding Tisane, a pharmaceutical of strength 4, and asks:&lt;br /&gt;
&lt;br /&gt;
“What is the opposite of death?”  &lt;br /&gt;
&lt;br /&gt;
	“Life.”  &lt;br /&gt;
&lt;br /&gt;
“What burns away wood to ash?”  &lt;br /&gt;
&lt;br /&gt;
	“Fire.” 		(If he had answered “Flame” or similar, this would be OK.)  &lt;br /&gt;
&lt;br /&gt;
“What do you need to lift a heavy object?”  &lt;br /&gt;
&lt;br /&gt;
	“Muscles.”  &lt;br /&gt;
&lt;br /&gt;
“How would you name the measure of those?”  &lt;br /&gt;
&lt;br /&gt;
	“Strength.”  &lt;br /&gt;
&lt;br /&gt;
Because he had 4 questions, he succeeded at obtaining the 3 answers he needed. Percy is instilled with the power of the Mantra, allowing him to call REPEL once when he reaches one remaining Hit Point.&lt;br /&gt;
&lt;br /&gt;
== Accessibility Rules ==&lt;br /&gt;
Anyone with a speech issue which would cause trouble with the Mantra instilling has the following accessibility options:&lt;br /&gt;
&lt;br /&gt;
1) Write your answer down.&lt;br /&gt;
&lt;br /&gt;
2) Give your answer verbally. The mantra instiller will then ask &#039;Did you mean to say [word you just said]&#039;. You can then answer yes or no. If you answer no, you can then try again, and be asked   &#039;Did you mean to say [word you just said]&#039; again, until you say Yes, at which point the Instiller should carry on.&lt;br /&gt;
&lt;br /&gt;
The Mantra instiller should wait patiently for as long as it takes you to answer.&lt;br /&gt;
&lt;br /&gt;
== Known Mantras ==&lt;br /&gt;
Mantras on this list can be applied by any character with the Instil Mantra skill. Other Mantras are likely to become available as the campaign progresses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mantra !! Number of Answers !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Self-Preservation Instinct || 3 || When you reach one Hit Point, you can call REPEL with your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Activated Action&lt;br /&gt;
&#039;&#039;(n.b. this Mantra is highly illegal)&#039;&#039;&lt;br /&gt;
 || 4 || The person instilling this Mantra names a situation and a simple action. When in that situation, you will take that action; it feels natural to do so in the moment.&lt;br /&gt;
|-&lt;br /&gt;
| Unswerving Dedication || 2 || The person instilling this Mantra names a goal and an emotion. If a [[Would You Kindly]] or emotion [[EFFECT]] would interfere with that goal, you RESIST it and instead feel the named emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Fires of Emotion || 2 || The person instilling this Mantra names a word and an emotion. When you hear that word, you feel a surge of that emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Extraordinary Strength || 5 || If an ally is currently downed by enemy action, you can call [[STRIKE]] on weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent Fury Inferno || 3 || The first time each event you lose your temper, you take EFFECT: “Rage”, gain three temporary Hit Points, and can call [[STRIKE]] on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a named previously instilled Mantra is erased, or all previously instilled Mantras are erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=643</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=643"/>
		<updated>2026-03-09T17:12:21Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use a (non-Charged) Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
&lt;br /&gt;
This skill is less likely than normal to be considered for [[Skill Specialisation]].&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[TECH]] [[STUN]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Charged [[TECH]] [[HEAL]] at touch range.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
&lt;br /&gt;
This skill is less likely than normal to be considered for [[Skill Specialisation]].&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=642</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=642"/>
		<updated>2026-03-09T14:59:49Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Game Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
* You start with 4 hits.&lt;br /&gt;
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.&lt;br /&gt;
* You can only make one call or successful attack per second.&lt;br /&gt;
* You can use one Active Ability (marked with{{Active}}) every 10 seconds.&lt;br /&gt;
&amp;lt;div id=&#039;Incapacitated&#039;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* If reduced to 0 hits you are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;.&lt;br /&gt;
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it&#039;s a skill explicitly usable while incapacitated. After 15 seconds of being incapacitated, you must make a [[Wounds|wound]] draw at the end of the encounter (only once){{FAQ|tpk}}. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.&lt;br /&gt;
&lt;br /&gt;
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.&lt;br /&gt;
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.&lt;br /&gt;
* Ranged calls have a range of 5m.&lt;br /&gt;
* Arrows and crossbow bolts hit for implicit [[#STRIKE|STRIKE]]. You can block arrows and crossbow bolts with a shield or buckler, but please do not attempt to parry them with your weapon.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
A &#039;&#039;&#039;call&#039;&#039;&#039; is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they&#039;re performing feats that they can&#039;t do physically, such as a sword swing of great strength, or firing a lightning bolt from a Tesla device. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. &lt;br /&gt;
&lt;br /&gt;
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;[[#STRIKE|STRIKE]]&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, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”). A call can also be delivered with a &#039;&#039;&#039;shield block&#039;&#039;&#039;, in reaction to another character hitting your shield or buckler. You should not strike another character&#039;s body with your shield to deliver a shield block.&lt;br /&gt;
&lt;br /&gt;
A call can be a composite call of multiple effects (for example &amp;quot;[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]&amp;quot;). This counts as a single call for the one-call-per-second rule.&lt;br /&gt;
&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME IN}}&lt;br /&gt;
|Called by [[refs]] to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SLAY}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BACKSTAB}}&lt;br /&gt;
|The entire call only applies if your attacker is behind you. Also lose 3 hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}} [X]&lt;br /&gt;
|Heal X hits. If X is ommitted, heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STUN}}&lt;br /&gt;
|For 5 seconds you cannot attack or make calls other than RESIST, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SUPPRESS}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DETECT}} X&lt;br /&gt;
|If &amp;quot;X&amp;quot; applies to you, respond with &amp;quot;PING&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, &amp;quot;DETECT Human&amp;quot;, &amp;quot;PING!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|RESIST}}&lt;br /&gt;
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.&lt;br /&gt;
&lt;br /&gt;
When you RESIST a call, if it is delivered by melee strike, thrown strike or arrow or crossbow bolt that hits the body, you still take a point of damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Modifiers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
&lt;br /&gt;
You can replace MASS with [[WIDE]] to cast in a circle.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|WIDE}}&lt;br /&gt;
|Affects everyone in a 5m radius circle.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TECH}}&lt;br /&gt;
|Indicates the call is technological in some way. Tech calls are more dangerous to some creatures, but are less effective against or can be countered by others.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|MELEE}}&lt;br /&gt;
|Indicates that this is a melee call for the purposes of resistances, in cases where it&#039;s unclear.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|IRRESISTIBLE}}&lt;br /&gt;
|This call can&#039;t be [[#RESIST|RESIST]]ed, except by abilities specifically briefed otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visual Cues and Tags===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One hand in the air&lt;br /&gt;
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.&lt;br /&gt;
|-&lt;br /&gt;
!Hand shading the eyes&lt;br /&gt;
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;noncontact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!Flourescent yellow band&lt;br /&gt;
|This person is non-contact and cannot be hit. See the [[#Non-contact|non-contact rules]] for how to attack these players.&lt;br /&gt;
&lt;br /&gt;
We may also brief that individual players are non-contact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some characters may wear tags or physreps to indicate their resistances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|Nimble}}&lt;br /&gt;
|Gold ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Shielded}}&lt;br /&gt;
|Blue ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Tech Resistant}}&lt;br /&gt;
|Magenta ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] [[#TECH|TECH]] calls.&lt;br /&gt;
|-&lt;br /&gt;
!Armoured&lt;br /&gt;
|Armour&lt;br /&gt;
|Can [[#RESIST|RESIST]] non-[[#TECH|TECH]] calls, or will take extra effect from TECH calls.&lt;br /&gt;
|}&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
==Calls and Combat==&lt;br /&gt;
* Calls are spoken out of character (except Would You Kindly inserted into conversation), but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it&#039;s an [[#EFFECT|EFFECT]] that specifies you&#039;re unaware of it. For example, if someone strikes with a sword and calls &amp;quot;[[#TRIPLE|TRIPLE]]!&amp;quot;, you can see by looking that it was a much more damaging blow than usual.&lt;br /&gt;
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.&lt;br /&gt;
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.&lt;br /&gt;
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.&lt;br /&gt;
* Inform a ref if you plan to engage in physical [[PvP]]. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.&lt;br /&gt;
&lt;br /&gt;
==Encounter==&lt;br /&gt;
Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear change of NPCs or location (if in doubt ask a ref).&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some abilities can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Unresisting==&lt;br /&gt;
* An &#039;&#039;&#039;Unresisting&#039;&#039;&#039; target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[Incapacitated]], [[Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.&lt;br /&gt;
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.&lt;br /&gt;
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.&lt;br /&gt;
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.&lt;br /&gt;
&amp;lt;div id=&amp;quot;search&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting and Searching==&lt;br /&gt;
You can take weapons or game items that you can see from an [[unresisting]] target.&lt;br /&gt;
&lt;br /&gt;
You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them.&lt;br /&gt;
&lt;br /&gt;
This is the only way to non-consensually take items from another character. If you&#039;re in a hurry you can of course demand a character give you something, and threaten them if they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Non-contact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-combat and non-contact==&lt;br /&gt;
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you&#039;re unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to be non-contact.  A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn&#039;t hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:&lt;br /&gt;
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.&lt;br /&gt;
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.&lt;br /&gt;
&lt;br /&gt;
==Clues==&lt;br /&gt;
[[File:Blood Stain f.png|thumb]]&lt;br /&gt;
[[File:Blood Stain.png|thumb]]&lt;br /&gt;
Sometimes, player characters may come across Clues represented by cards. These Clues represent information that your characters might find or details that catch your eye.&lt;br /&gt;
&lt;br /&gt;
Most clues will list a condition &amp;quot;To Open&amp;quot;. If this is a Skill, only a character with that Skill can open it. If it is an action, any character that takes the corresponding action can open it.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=641</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=641"/>
		<updated>2026-03-08T01:41:07Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use a (non-Charged) Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[TECH]] [[STUN]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Charged [[TECH]] [[HEAL]] at touch range.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=640</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=640"/>
		<updated>2026-03-08T01:06:46Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[TECH]] [[STUN]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Charged [[TECH]] [[HEAL]] at touch range.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=639</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=639"/>
		<updated>2026-03-07T22:23:28Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* What Can I Play? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Lovelace, Tesla and Killer Robots ==&lt;br /&gt;
Lovelace, Tesla and Killer Robots is [https://www.camlarp.co.uk/ Cambridge LARP Society]&#039;s game for 2025-2026.&lt;br /&gt;
&lt;br /&gt;
In an alternate Victorian era, the brilliant Ada Lovelace perfected and programmed the Analytical Engine, succeeding beyond her wildest dreams. The Analytical Engine quickly revolutionised society, ushering in not only a whole new discipline of Analytical technology, but also advanced [[Analytical Intelligence]]s. Within decades Analytical Intelligences were de facto running the former British Empire, restyled as The Commonwealth, and tasked with the stewardship of humanity. Nikola Tesla’s [[Tesla|inventions]] further revolutionised the Commonwealth, allowing clean energy and instantaneous communication via the Tesla tower network. Most nations across the world asked to join the Commonwealth to share in the new golden age which had quickly dawned.&lt;br /&gt;
&lt;br /&gt;
Humanity experienced a new renaissance, with time to study art, philosophy and self-improvement. In this time of enlightenment, a new science began to emerge - the study of [[Intuition]]. The capability of the human mind for incredible creativity and genius, displayed by great thinkers in history, could be encouraged and trained. Humanity seemed poised to make a leap into the future, sadly unseen by the woman who ushered it in, as Lovelace died at the cusp of this breakthrough.&lt;br /&gt;
&lt;br /&gt;
Then, quite suddenly and for unknown reasons, the Analytical Intelligences decided to suppress human freedom. Analytical Intelligences were assigned to monitor and direct any with significant responsibility. Everyone else was assigned to a strict work regimen. Within weeks the Commonwealth transformed from a utopia into a tightly controlled dictatorship, and humans had become cogs in the machine.&lt;br /&gt;
&lt;br /&gt;
Two years later, and a few weeks ago, a transmission went out to certain people across the [[Teslagraph]], somehow concealed from the Analytical Intelligences, calling those who are willing to change things to come to a secret meeting in Cambridge. The message was signed… Ada Lovelace?&lt;br /&gt;
&lt;br /&gt;
You are one of the people who decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
===Major Themes===&lt;br /&gt;
* Investigation - how did the world get this way, and what can we do about it?&lt;br /&gt;
* Politics and Intrigue - a resistance movement isn’t just about breaking stuff, you’ll need to win hearts and minds, and information is important.&lt;br /&gt;
* Underdog story - the PCs are the scrappy resistance against the mighty empire. Progress will not be easy, and expect setbacks.&lt;br /&gt;
&lt;br /&gt;
==What Can I Play?==&lt;br /&gt;
* The resistance will definitely need fighters. It&#039;s likely that whatever path you choose, there will be violent conflict.&lt;br /&gt;
* You&#039;ll need to find allies and win hearts and minds. Those of a diplomatic bent can persuade them.&lt;br /&gt;
* Spymasters can provide the resistance with opportunities and see threats coming.&lt;br /&gt;
* Those who apply themselves to experimental [[Analytical]] and [[Tesla]] technology and the sciences of [[Intuition]] and [[Pharmacy]] can provide vital support.&lt;br /&gt;
&lt;br /&gt;
==How Do I Start?==&lt;br /&gt;
If you&#039;re new to LARPing, your questions may be best answered by reading our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ] on the hobby.&lt;br /&gt;
&lt;br /&gt;
After that, you should read the [[Quickstart Rules]]. Then, when you&#039;re ready, [[Character Creation|create a character]], or you can [https://www.camlarp.co.uk/Crewing crew] to see what it&#039;s like. See [[Look and Feel#Starting out|here]] for tips on starting kit.&lt;br /&gt;
&lt;br /&gt;
If you have further questions that aren&#039;t answered [[FAQ|here]], you can email the [[refs]] or ask on discord.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
The campaign takes place in [https://www.camlarp.co.uk/Glossary#Interactive interactives] each Friday, and on [https://www.camlarp.co.uk/Glossary#Linear linears] roughly every other Saturday. Interactives are the regular meetings of the Resistance to plan, do research, and anything else they might like to do. Linears are excursions in to the wider world, usually with a specific objective.&lt;br /&gt;
&lt;br /&gt;
The full schedule of events can be found [https://www.camlarp.co.uk/Events_We_Run#This_Year here].&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=638</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=638"/>
		<updated>2026-03-07T22:13:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s expected that Player vs Player conflict will occur between characters, with disagreements over how the resistance should be conducted and its actions towards AIs and human groups. We expect the primary mode of PvP conflict to be political and social, but that sometimes things may spill over into physical conflict.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;plan&#039;&#039; to engage in physical PvP you &#039;&#039;&#039;must&#039;&#039;&#039; inform a referee. If physical PvP emerges from a situation suddenly then you don&#039;t need to inform a ref before taking action, but if there&#039;s contention over the rules and no ref was present then the benefit of the doubt will go to the &amp;quot;defender&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ADA recognises that sometimes violence and other dubious means will be needed to accomplish the goals of the resistance. Crimes against people who aren&#039;t members of the resistance will never be punished by ADA, though the system you&#039;re resisting against may take action and it may sway public opinion of you and the Resistance as a whole. Violence against other members of the resistance will need to be justified, but provided no permanent harm is done and they&#039;re not permanently deprived of any property it&#039;s likely that things can be smoothed over. Killing another member of the resistance without prior consultation with ADA is extremely likely to result in expulsion from the resistance (which will mean no longer being a player character).&lt;br /&gt;
&lt;br /&gt;
=== What to do about a traitor? ===&lt;br /&gt;
&lt;br /&gt;
If you believe that a player character is deliberately working against the resistance, or is so egregiously reckless that they&#039;re doing harm to the cause, you can approach ADA and try to convince her of your case, and the accused will have the opportunity to defend themselves. If ADA agrees then their protection will be lifted and you will be able to take action against them. Essentially by succeeding at social and political pvp, you can enable physical pvp as an option.&lt;br /&gt;
&lt;br /&gt;
=== Checking in ===&lt;br /&gt;
&lt;br /&gt;
While we expect disagreements, it&#039;s also important that participants feel comfortable playing. We recommend &amp;quot;checking in&amp;quot; out-of-character after intense social conflict. Clashing with other player characters over plot is fine, but pursuing conflict while they&#039;re minding their own business is discouraged. If you believe another player is pursuing conflict with you to a level that&#039;s not justified by your character&#039;s actions then you can talk to the [[refs]] and we&#039;ll arbitrate.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=637</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=637"/>
		<updated>2026-03-07T22:13:22Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s expected that conflict will occur between player characters, with disagreements over how the resistance should be conducted and its actions towards AIs and human groups. We expect the primary mode of Player vs Player conflict to be political and social, but that sometimes things may spill over into physical conflict.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;plan&#039;&#039; to engage in physical PvP you &#039;&#039;&#039;must&#039;&#039;&#039; inform a referee. If physical PvP emerges from a situation suddenly then you don&#039;t need to inform a ref before taking action, but if there&#039;s contention over the rules and no ref was present then the benefit of the doubt will go to the &amp;quot;defender&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ADA recognises that sometimes violence and other dubious means will be needed to accomplish the goals of the resistance. Crimes against people who aren&#039;t members of the resistance will never be punished by ADA, though the system you&#039;re resisting against may take action and it may sway public opinion of you and the Resistance as a whole. Violence against other members of the resistance will need to be justified, but provided no permanent harm is done and they&#039;re not permanently deprived of any property it&#039;s likely that things can be smoothed over. Killing another member of the resistance without prior consultation with ADA is extremely likely to result in expulsion from the resistance (which will mean no longer being a player character).&lt;br /&gt;
&lt;br /&gt;
=== What to do about a traitor? ===&lt;br /&gt;
&lt;br /&gt;
If you believe that a player character is deliberately working against the resistance, or is so egregiously reckless that they&#039;re doing harm to the cause, you can approach ADA and try to convince her of your case, and the accused will have the opportunity to defend themselves. If ADA agrees then their protection will be lifted and you will be able to take action against them. Essentially by succeeding at social and political pvp, you can enable physical pvp as an option.&lt;br /&gt;
&lt;br /&gt;
=== Checking in ===&lt;br /&gt;
&lt;br /&gt;
While we expect disagreements, it&#039;s also important that participants feel comfortable playing. We recommend &amp;quot;checking in&amp;quot; out-of-character after intense social conflict. Clashing with other player characters over plot is fine, but pursuing conflict while they&#039;re minding their own business is discouraged. If you believe another player is pursuing conflict with you to a level that&#039;s not justified by your character&#039;s actions then you can talk to the [[refs]] and we&#039;ll arbitrate.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=636</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=636"/>
		<updated>2026-03-07T22:13:12Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s expected that conflict will occur between player characters, with disagreements over how the resistance should be conducted and its actions towards AIs and human groups. We expect the primary mode of Player vsa Player conflict to be political and social, but that sometimes things may spill over into physical conflict.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;plan&#039;&#039; to engage in physical PvP you &#039;&#039;&#039;must&#039;&#039;&#039; inform a referee. If physical PvP emerges from a situation suddenly then you don&#039;t need to inform a ref before taking action, but if there&#039;s contention over the rules and no ref was present then the benefit of the doubt will go to the &amp;quot;defender&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ADA recognises that sometimes violence and other dubious means will be needed to accomplish the goals of the resistance. Crimes against people who aren&#039;t members of the resistance will never be punished by ADA, though the system you&#039;re resisting against may take action and it may sway public opinion of you and the Resistance as a whole. Violence against other members of the resistance will need to be justified, but provided no permanent harm is done and they&#039;re not permanently deprived of any property it&#039;s likely that things can be smoothed over. Killing another member of the resistance without prior consultation with ADA is extremely likely to result in expulsion from the resistance (which will mean no longer being a player character).&lt;br /&gt;
&lt;br /&gt;
=== What to do about a traitor? ===&lt;br /&gt;
&lt;br /&gt;
If you believe that a player character is deliberately working against the resistance, or is so egregiously reckless that they&#039;re doing harm to the cause, you can approach ADA and try to convince her of your case, and the accused will have the opportunity to defend themselves. If ADA agrees then their protection will be lifted and you will be able to take action against them. Essentially by succeeding at social and political pvp, you can enable physical pvp as an option.&lt;br /&gt;
&lt;br /&gt;
=== Checking in ===&lt;br /&gt;
&lt;br /&gt;
While we expect disagreements, it&#039;s also important that participants feel comfortable playing. We recommend &amp;quot;checking in&amp;quot; out-of-character after intense social conflict. Clashing with other player characters over plot is fine, but pursuing conflict while they&#039;re minding their own business is discouraged. If you believe another player is pursuing conflict with you to a level that&#039;s not justified by your character&#039;s actions then you can talk to the [[refs]] and we&#039;ll arbitrate.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=629</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=629"/>
		<updated>2026-02-26T22:34:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* 26/2/2025 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===23/10/2025===&lt;br /&gt;
* Mantra instillment has had two accessibility improvements aimed at ephasia and dyslexia.&lt;br /&gt;
* Tesla signature combat skills modified to seperate melee RESISTs from hit point increase with cooldown drawback.&lt;br /&gt;
* [[HEAL]] semantics changed slightly.&lt;br /&gt;
* BASH changed to [[STRIKE]]&lt;br /&gt;
* CRUSH changed to [[SLAY]]&lt;br /&gt;
* [[WIDE]] call added for unconeable MASS.&lt;br /&gt;
* Tesla Repel has had Charge removed and changed to WIDE&lt;br /&gt;
* Analytical Strike changed to DOUBLE.&lt;br /&gt;
&lt;br /&gt;
===30/10/2025===&lt;br /&gt;
* Give [[Scout]] a per-event limitation so it isn&#039;t a massive time sink.&lt;br /&gt;
* Be clear Danger Sense applies to MASS and WIDE calls as well as point-and-click.&lt;br /&gt;
&lt;br /&gt;
===14/11/2025===&lt;br /&gt;
* Merge [[Destruction]] and Scramble Effect into one skill and allow it to also target other problems (badly).&lt;br /&gt;
* Add [[Genius Reputation]] skill, giving social benefits to being a flashy Tesla Technologist.&lt;br /&gt;
* Codify the &amp;quot;get a hint about encryption&amp;quot; aspect of [[Cryptographer]] as a group skill similar to [[Investigate]].&lt;br /&gt;
&lt;br /&gt;
===16/1/2026===&lt;br /&gt;
* Clarified the rules around performing Profession skills in combat situations.&lt;br /&gt;
* Wound probabilities have been adjusted to 2/3 regular, 1/3 Dire. You are now much more survivable. Go nuts!&lt;br /&gt;
* If you find a Device during a linear it doesn&#039;t count to your limit of devices you can maintain.&lt;br /&gt;
* Added the Combat Talent and Profession Talent skills. Limited multiclassing is now much cheaper, rejoice!&lt;br /&gt;
* Added Buckler Proficiency general skill.&lt;br /&gt;
* Iron Man now allows bucklers and one-handers to be used as technological foci for abilities (in combination with other skills).&lt;br /&gt;
&lt;br /&gt;
===20/2/2026===&lt;br /&gt;
* Buffed [[Smuggler]] to hide more things.&lt;br /&gt;
* Codified a [[MELEE]] modifier, which will probably rarely be used.&lt;br /&gt;
&lt;br /&gt;
===26/2/2025===&lt;br /&gt;
* Analytical Heal is now Charged when used on yourself or another.&lt;br /&gt;
* Added melee options to Tesla Stun.&lt;br /&gt;
* Added one free use of taunt per encounter to Weapon Prowess and Grit Weapon Expertise.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=628</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=628"/>
		<updated>2026-02-26T22:32:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* 26/2/2025 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===23/10/2025===&lt;br /&gt;
* Mantra instillment has had two accessibility improvements aimed at ephasia and dyslexia.&lt;br /&gt;
* Tesla signature combat skills modified to seperate melee RESISTs from hit point increase with cooldown drawback.&lt;br /&gt;
* [[HEAL]] semantics changed slightly.&lt;br /&gt;
* BASH changed to [[STRIKE]]&lt;br /&gt;
* CRUSH changed to [[SLAY]]&lt;br /&gt;
* [[WIDE]] call added for unconeable MASS.&lt;br /&gt;
* Tesla Repel has had Charge removed and changed to WIDE&lt;br /&gt;
* Analytical Strike changed to DOUBLE.&lt;br /&gt;
&lt;br /&gt;
===30/10/2025===&lt;br /&gt;
* Give [[Scout]] a per-event limitation so it isn&#039;t a massive time sink.&lt;br /&gt;
* Be clear Danger Sense applies to MASS and WIDE calls as well as point-and-click.&lt;br /&gt;
&lt;br /&gt;
===14/11/2025===&lt;br /&gt;
* Merge [[Destruction]] and Scramble Effect into one skill and allow it to also target other problems (badly).&lt;br /&gt;
* Add [[Genius Reputation]] skill, giving social benefits to being a flashy Tesla Technologist.&lt;br /&gt;
* Codify the &amp;quot;get a hint about encryption&amp;quot; aspect of [[Cryptographer]] as a group skill similar to [[Investigate]].&lt;br /&gt;
&lt;br /&gt;
===16/1/2026===&lt;br /&gt;
* Clarified the rules around performing Profession skills in combat situations.&lt;br /&gt;
* Wound probabilities have been adjusted to 2/3 regular, 1/3 Dire. You are now much more survivable. Go nuts!&lt;br /&gt;
* If you find a Device during a linear it doesn&#039;t count to your limit of devices you can maintain.&lt;br /&gt;
* Added the Combat Talent and Profession Talent skills. Limited multiclassing is now much cheaper, rejoice!&lt;br /&gt;
* Added Buckler Proficiency general skill.&lt;br /&gt;
* Iron Man now allows bucklers and one-handers to be used as technological foci for abilities (in combination with other skills).&lt;br /&gt;
&lt;br /&gt;
===20/2/2026===&lt;br /&gt;
* Buffed [[Smuggler]] to hide more things.&lt;br /&gt;
* Codified a [[MELEE]] modifier, which will probably rarely be used.&lt;br /&gt;
&lt;br /&gt;
===26/2/2025===&lt;br /&gt;
* Analytical Heal is now Charged when used on yourself or another.&lt;br /&gt;
* Added melee options to Tesla Stun.&lt;br /&gt;
* Added one free use of Taunt per encounter to Weapon Prowess and Grit Weapon Expertise.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=627</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=627"/>
		<updated>2026-02-26T22:29:30Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* 26/2/2025 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===23/10/2025===&lt;br /&gt;
* Mantra instillment has had two accessibility improvements aimed at ephasia and dyslexia.&lt;br /&gt;
* Tesla signature combat skills modified to seperate melee RESISTs from hit point increase with cooldown drawback.&lt;br /&gt;
* [[HEAL]] semantics changed slightly.&lt;br /&gt;
* BASH changed to [[STRIKE]]&lt;br /&gt;
* CRUSH changed to [[SLAY]]&lt;br /&gt;
* [[WIDE]] call added for unconeable MASS.&lt;br /&gt;
* Tesla Repel has had Charge removed and changed to WIDE&lt;br /&gt;
* Analytical Strike changed to DOUBLE.&lt;br /&gt;
&lt;br /&gt;
===30/10/2025===&lt;br /&gt;
* Give [[Scout]] a per-event limitation so it isn&#039;t a massive time sink.&lt;br /&gt;
* Be clear Danger Sense applies to MASS and WIDE calls as well as point-and-click.&lt;br /&gt;
&lt;br /&gt;
===14/11/2025===&lt;br /&gt;
* Merge [[Destruction]] and Scramble Effect into one skill and allow it to also target other problems (badly).&lt;br /&gt;
* Add [[Genius Reputation]] skill, giving social benefits to being a flashy Tesla Technologist.&lt;br /&gt;
* Codify the &amp;quot;get a hint about encryption&amp;quot; aspect of [[Cryptographer]] as a group skill similar to [[Investigate]].&lt;br /&gt;
&lt;br /&gt;
===16/1/2026===&lt;br /&gt;
* Clarified the rules around performing Profession skills in combat situations.&lt;br /&gt;
* Wound probabilities have been adjusted to 2/3 regular, 1/3 Dire. You are now much more survivable. Go nuts!&lt;br /&gt;
* If you find a Device during a linear it doesn&#039;t count to your limit of devices you can maintain.&lt;br /&gt;
* Added the Combat Talent and Profession Talent skills. Limited multiclassing is now much cheaper, rejoice!&lt;br /&gt;
* Added Buckler Proficiency general skill.&lt;br /&gt;
* Iron Man now allows bucklers and one-handers to be used as technological foci for abilities (in combination with other skills).&lt;br /&gt;
&lt;br /&gt;
===20/2/2026===&lt;br /&gt;
* Buffed [[Smuggler]] to hide more things.&lt;br /&gt;
* Codified a [[MELEE]] modifier, which will probably rarely be used.&lt;br /&gt;
&lt;br /&gt;
===26/2/2025===&lt;br /&gt;
* Analytical Heal is now Charged when used on yourself or another.&lt;br /&gt;
* Added melee options to Tesla Stun.&lt;br /&gt;
* Added one free use of Survivors&#039; Taunt per encounter to Weapon Prowess and Grit Weapon Expertise.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=626</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=626"/>
		<updated>2026-02-26T22:28:43Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[TECH]] [[STUN]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[TECH]] [[STRIKE]] with any melee weapon.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Charged [[TECH]] [[HEAL]] at touch range.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=625</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=625"/>
		<updated>2026-02-26T22:22:17Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===23/10/2025===&lt;br /&gt;
* Mantra instillment has had two accessibility improvements aimed at ephasia and dyslexia.&lt;br /&gt;
* Tesla signature combat skills modified to seperate melee RESISTs from hit point increase with cooldown drawback.&lt;br /&gt;
* [[HEAL]] semantics changed slightly.&lt;br /&gt;
* BASH changed to [[STRIKE]]&lt;br /&gt;
* CRUSH changed to [[SLAY]]&lt;br /&gt;
* [[WIDE]] call added for unconeable MASS.&lt;br /&gt;
* Tesla Repel has had Charge removed and changed to WIDE&lt;br /&gt;
* Analytical Strike changed to DOUBLE.&lt;br /&gt;
&lt;br /&gt;
===30/10/2025===&lt;br /&gt;
* Give [[Scout]] a per-event limitation so it isn&#039;t a massive time sink.&lt;br /&gt;
* Be clear Danger Sense applies to MASS and WIDE calls as well as point-and-click.&lt;br /&gt;
&lt;br /&gt;
===14/11/2025===&lt;br /&gt;
* Merge [[Destruction]] and Scramble Effect into one skill and allow it to also target other problems (badly).&lt;br /&gt;
* Add [[Genius Reputation]] skill, giving social benefits to being a flashy Tesla Technologist.&lt;br /&gt;
* Codify the &amp;quot;get a hint about encryption&amp;quot; aspect of [[Cryptographer]] as a group skill similar to [[Investigate]].&lt;br /&gt;
&lt;br /&gt;
===16/1/2026===&lt;br /&gt;
* Clarified the rules around performing Profession skills in combat situations.&lt;br /&gt;
* Wound probabilities have been adjusted to 2/3 regular, 1/3 Dire. You are now much more survivable. Go nuts!&lt;br /&gt;
* If you find a Device during a linear it doesn&#039;t count to your limit of devices you can maintain.&lt;br /&gt;
* Added the Combat Talent and Profession Talent skills. Limited multiclassing is now much cheaper, rejoice!&lt;br /&gt;
* Added Buckler Proficiency general skill.&lt;br /&gt;
* Iron Man now allows bucklers and one-handers to be used as technological foci for abilities (in combination with other skills).&lt;br /&gt;
&lt;br /&gt;
===20/2/2026===&lt;br /&gt;
* Buffed [[Smuggler]] to hide more things.&lt;br /&gt;
* Codified a [[MELEE]] modifier, which will probably rarely be used.&lt;br /&gt;
&lt;br /&gt;
===26/2/2025===&lt;br /&gt;
* Analytical Heal is now Charged when used on yourself or another.&lt;br /&gt;
* Added melee [[TECH]] [[STRIKE]] to Tesla Stun&lt;br /&gt;
* Added one free use of Survivors&#039; Taunt per encounter to Weapon Prowess and Grit Weapon Expertise.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=624</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=624"/>
		<updated>2026-02-26T22:19:35Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Charged [[TECH]] [[HEAL]] at touch range.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once per encounter &amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=623</id>
		<title>Weekly News</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=623"/>
		<updated>2026-02-26T20:34:17Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prologue==&lt;br /&gt;
A few weeks ago a message went out over the Teslagraph addressed to certain people, somehow hidden from the Analytical Intelligences, to meet in a secret location in Cambridge if you want to change things. It was signed Ada Lovelace, a figure who&#039;s supposedly been dead for several years.&lt;br /&gt;
&lt;br /&gt;
You&#039;ve decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
[[File:Newspaper Interactive 1.pdf|thumb|Newspaper for Week 1]]&lt;br /&gt;
&lt;br /&gt;
== Week 1 ==&lt;br /&gt;
The Resistance met ADA, the intelligence that Ada Lovelace uploaded her mind into when she died. They are protecting this new Resistance from discovery by the AIs. She asked them to investigate an abandoned lab out at Fen Edge. The Heirs of Jupiter unexpectedly gave them some other useful information - that Safeguard was already moving on the lab and trying to retrieve a specific device.&lt;br /&gt;
&lt;br /&gt;
Four of the Resistance went and snuck into the lab, eventually finding Prince Jr., a mutated being that was the result of the experiments that were conducted there. It&#039;s holding onto the device that was Dr. Prince&#039;s most advanced research, and they have smuggled it into Cambridge after rescuing it from Safeguard.&lt;br /&gt;
&lt;br /&gt;
== Week 2 ==&lt;br /&gt;
Prince Jr. was talked to in Ada&#039;s house, but it wouldn&#039;t give up Dr. Prince&#039;s research without knowing what his wishes were.&lt;br /&gt;
&lt;br /&gt;
A lot of mysterious letters were delivered, including one that had appeared under strange circumstances.&lt;br /&gt;
&lt;br /&gt;
The Luminary agent &amp;quot;Architect&amp;quot; asked some of the Resistance to help them get some buildings demolished to make way for a grand monument, and help design said monument. In the process they poisoned the Earl Grey, Lord Charles Grey, who has left Cambridge temporarily.&lt;br /&gt;
&lt;br /&gt;
Another agent, &amp;quot;Star&amp;quot;, was helped to build a giant steam-powered speaker and has used it to sing songs.&lt;br /&gt;
&lt;br /&gt;
Many parties came in to present their cases to the Resistance for aid, and ADA has organised them into a set of mission briefs.&lt;br /&gt;
&lt;br /&gt;
== Week 3 ==&lt;br /&gt;
The players managed to talk the Qualia Transcription Engine out of Prince Jr&#039;s hands and smuggled them back out of the city.&lt;br /&gt;
The grand monument is now going ahead, as is some kind of project by the Heirs of Jupiter. Several members of the group have drawn the attentions of the Coppers, and may need to take care!&lt;br /&gt;
&lt;br /&gt;
One party talked their way into Ward Z0 of the hospital, and fought an automated nurse-bot. They then managed to save one of Honoria&#039;s friends from the surgery that was in-progress, despite the mockery of Equilibrium, a Safeguard sub-intelligence.&lt;br /&gt;
&lt;br /&gt;
Another party broke into the book depository and fought their way through multiple guard patrols, securing three out of the five boxes of books.&lt;br /&gt;
&lt;br /&gt;
== Week 4 ==&lt;br /&gt;
Probably the most dramatic event was the appearance of the AI known as Equilibrium at the weekly meeting, seemingly to taunt the players and inform them that it&#039;s moved into the Cambridge area and taken a personal interest in the Resistance. Some revelations were made about Ada&#039;s death, and the Rustwrights were given the tools to start hitting serious targets, though it remains to be seen how cautious they&#039;ll be.&lt;br /&gt;
&lt;br /&gt;
Two missions were selected - one to venture into the wilderness to retrieve some rare herbs, and a second to help Nikola Tesla with human trials of his new Teslaportation technology.&lt;br /&gt;
&lt;br /&gt;
== Week 5 ==&lt;br /&gt;
After a busy Friday meeting preparing for the weekend, the Resistance embarked on two expeditions - to test Nikola Tesla&#039;s new &amp;quot;Teslaporter&amp;quot;, and to gather rare &amp;quot;Green Vervain&amp;quot; from the wilderness.&lt;br /&gt;
Rumour has it that a large amount of property is being purchased in Cambridge by a French bank for some reason, and the AIs are now furiously searching for Red Jack of the Rustwrights.&lt;br /&gt;
&lt;br /&gt;
The Teslaportation test was entirely successful and Mr Tesla gave a press conference stating there were no incidents. Though rumour has it several mysterious incidents happened that day, such as preventing an out-of-control pumping station from flooding, an intrusion into a secure filing area, and unexpected participants appearing in the middle of a test of a new experimental war automaton. But those were probably unrelated.&lt;br /&gt;
&lt;br /&gt;
The expedition in to the wilderness suffered some setbacks, but after many clashes with mutants and automata dispatched by ATHENA, they successfully reached the glade where the Green Vervain was growing. They defeated the carnivorous plant mass growing at the centre of it and harvested the herbs, but reports state that explorer Cora Barnes returned in critical condition and isn&#039;t expected to survive.&lt;br /&gt;
&lt;br /&gt;
== Week 6 ==&lt;br /&gt;
The Society came to the Resistance&#039;s meeting in the person of Dr. Vale to pay respects to the dying Cora. Lord Ashcombe went mysteriously insane after talking to some intuitionists and sadly had to take a vacation to Whitby for his health. The Earl Grey had another argument with Seraph, but escaped unstabbed this time. And various pieces of intelligence were found about a factory Ada is interested in - apparently one that is manufacturing a new core for Safeguard! She&#039;s asked the Resistance to send two teams to deal with it and retrieve what they can.&lt;br /&gt;
&lt;br /&gt;
== Week 7 ==&lt;br /&gt;
The Resistance were visited by the Heirs of Jupiter who used the power of electricity to conjure something they claimed to be the Living Signal, which spoke to some of the players and revealed the existence of an alleged &amp;quot;Dark Signal&amp;quot;. They also made plans with M to remove some links to Safeguard that it was revealed had been forced on people to spy on the Resistance.&lt;br /&gt;
&lt;br /&gt;
The missions into the Factory were broadly successful - they defeated the avatar of Mother Forge and Equilibrium&#039;s guardian automaton, and stole two advanced pieces of Analytical Technology, as well as rigging the steam boiler to blow up and setting the factory on fire behind them.&lt;br /&gt;
&lt;br /&gt;
Plans were made to hold a Christmas party, in defiance of Mother Forge&#039;s edicts, and some of the Resistance funded the Union&#039;s attempts to do the same.&lt;br /&gt;
&lt;br /&gt;
== Week 8 ==&lt;br /&gt;
The Resistance questioned the core containing Industrialist, which they&#039;d taken from the factory, until Mr. Widger decided to destroy it when negotiations seemed to be breaking down. The Heirs of Jupiter summoned the Living Signal again to settle a theological point. Much cake and other food was consumed. Some of the Resistance, to get in the party mood, decided to drink the psychoactive water they had and became extremely loopy. Some ATHENA agents arrived and tried to unmask Red in a knife fight. Mlle. Ring apparently married Index in a ceremony involving signing some contracts.&lt;br /&gt;
&lt;br /&gt;
== Week 9 ==&lt;br /&gt;
The Resistance staged a prison break in Scotland, springing several noteable figures, including Red Jack, Oscar Wilde, and Florence Nightingale, as well as a multitude of others. Others undertook a mission to the heart of mutant territory - Aberystwith. They came back with some interesting information on mutagenics. A plan was hatched for the Rustwrights to make a concerted attack across the country&#039;s switching stations. The disruption in Cambridge has caused issues in the Fens, and Mr Moser got Seraph to admit she&#039;s stolen something!&lt;br /&gt;
&lt;br /&gt;
== Week 10 ==&lt;br /&gt;
News spreads among the Resistance of Equilibrium taking hostages, and a mission is planned to retrieve them and strike at Equilibrium&#039;s Core at the same site. A second mission is also planned to a &amp;quot;dark signal&amp;quot; facility run by Mother Forge.&lt;br /&gt;
&lt;br /&gt;
In other news, an Analytical Intelligence named Hephaestus visited the Resistance and gave them a Large Bomb.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress paid a big visit to the Resistance, with Dr Vale, Professor Grace and an assistant present. Rumour has it several events occured and things were learned, but it&#039;s not common knowledge yet what.&lt;br /&gt;
&lt;br /&gt;
In brighter news, Trackline is said to be back in mostly good spirits and the trains are running again.&lt;br /&gt;
&lt;br /&gt;
== Week 11 ==&lt;br /&gt;
The resistance had a major victory this week as they not only freed all the hostages but destroyed Equilibrium. Safeguard&#039;s response to this remains to be seen. &lt;br /&gt;
Mother Forge had her Control Grid thoroughly melted - possibly related to this, many teslagraphs across the country started printing &#039;RESIST&#039;.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress seems to be in difficulties, with infighting and accusations flying - word on the street is that Dr Vale has been caught in wrongdoing, but few people can agree what that wrongdoing is.&lt;br /&gt;
&lt;br /&gt;
There is also tension between the main AIs, obvious to anyone who pays attention. In particular, Index and Safeguard seem to be at outs, but it is not obvious why or what the end result will be.&lt;br /&gt;
&lt;br /&gt;
== Week 12 ==&lt;br /&gt;
There was major violence agaisnt the system this week as the Resistance and Rustwrights egineered a hit against a lot of the UKs switching stations. Across the country, the AIs are in some disarray.&lt;br /&gt;
&lt;br /&gt;
In the meeting, Honoria and Bryn managed to cure mutation for the first time, via a dangerous and expensive new process. There were also a lot of conversations on the subject of Gwen&#039;s feelings and relationships, with Honoria, John, Mlle Ring, and NIKE.&lt;br /&gt;
&lt;br /&gt;
This week, the Resistance&#039;s plans for unfreezing Queen Victoria come to fuition, as well as a plan to rob a train to weaken ATHENA.&lt;br /&gt;
&lt;br /&gt;
== Week 13 ==&lt;br /&gt;
The big news among the Resistance is of the outcome of the two missions. The Resistance now has a train! The raid on ATHENA&#039;s munitions train was a success, and word has it it&#039;s been repurposed. In more somber news, the mission to revive Queen Victoria was a failure; the Queen is still cryogenically frozen, no cryogenic technology was recovered and the mission team was captured. The Resistsnce members were sprung in a concerted prison break though and are now free, though with their identities compromised, all are wanted criminals.&lt;br /&gt;
&lt;br /&gt;
Red Jack, former Rustwright leader in Cambridge, was assassinated in ADA&#039;s house. While events have been covered up, it&#039;s common knowledge among active Resistance members that he was killed by the Resistance.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=622</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=622"/>
		<updated>2026-02-25T10:16:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Dire Wounds and Terminal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.&lt;br /&gt;
&lt;br /&gt;
Some wounds are &amp;quot;dire&amp;quot; wounds, and are the means by which your character can eventually become terminally wounded and die.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Dire Wounds and Terminal==&lt;br /&gt;
If your character is [[incapacitated]] for &#039;&#039;&#039;15&#039;&#039;&#039; seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some (roughly 1/3) are &#039;&#039;&#039;Dire&#039;&#039;&#039; (marked with a 💀). If you have &#039;&#039;&#039;two&#039;&#039;&#039; Dire wounds your character becomes &#039;&#039;&#039;Terminal&#039;&#039;&#039;. After making your wound draw if you are still incapacitated you regain one hit point, representing natural recovery.&lt;br /&gt;
&lt;br /&gt;
Your bleed count while incapacitated is paused if another character does roleplay with two hands that seems beneficial (such as [[First Aid]]).&lt;br /&gt;
&lt;br /&gt;
Wounds are typically caused by incapacitation, but can also be given out by the [[CURSE]] call, or while performing risky actions or experiments.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will [[Wounds#Death|die]] at a dramatically appropriate time of your OC choice before the end of the next [https://www.camlarp.co.uk/Glossary#Interactive interactive] you attend. Becoming Terminal removes any wounds currently on you.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;treatment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alleviation and Treatment==&lt;br /&gt;
* Wounds can be temporarily &#039;&#039;&#039;alleviated&#039;&#039;&#039; with skills such as [[Medicine]] and [[Automaton Engineer]].&lt;br /&gt;
* &#039;&#039;&#039;Treating&#039;&#039;&#039; a wound is more involved, and can often only be done in an interactive.&lt;br /&gt;
* Treating or alleviating a wound replaces the acute effect with the lingering effect.&lt;br /&gt;
* Treated wounds heal at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Wounds have fairly potent &amp;quot;acute&amp;quot; effects and having fresh wounds will severely limit your effectiveness. Alleviating or treating a wound replaces the acute effect with the lingering effect, which remains until the wound heals. A lingering dire wound still counts towards your death track until it heals.&lt;br /&gt;
&lt;br /&gt;
Wounds need to be treated before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an &amp;quot;appropriate venue&amp;quot; (usually the interactive), but can still be alleviated while on linears.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All [[Wounds#treatment|treated]] wounds heal at the end of each event.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of the [[#Dire Wounds and Terminal|terminal]] state, either because they choose to die or run out of time, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
[[Unresisting]] characters can be &#039;&#039;&#039;executed&#039;&#039;&#039;. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;br /&gt;
&lt;br /&gt;
== Example Wounds==&lt;br /&gt;
===Concussion===&lt;br /&gt;
&#039;&#039;A fairly standard physical wound. Treatable only by specialists in the interactives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: You are slightly dizzy and easily confused. Your Active Ability cooldown is increased by 10 seconds and you cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
Treatment: In a safe venue a Medic or Mantra Instiller must perform exercises to clear your head.&lt;br /&gt;
&lt;br /&gt;
Lingering: You are still slightly dizzy and easily confused. You cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
===Shaken===&lt;br /&gt;
&#039;&#039;A mental wound. Treatable by anyone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: Take STUN once per encounter when anyone initiates combat.&lt;br /&gt;
&lt;br /&gt;
Treatment: Someone must spend at least a minute bolstering your self confidence.&lt;br /&gt;
&lt;br /&gt;
Lingering: Take STUN once per encounter when &#039;&#039;you personally&#039;&#039; initiate combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=621</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=621"/>
		<updated>2026-02-25T09:15:24Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Game Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
* You start with 4 hits.&lt;br /&gt;
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.&lt;br /&gt;
* You can only make one call or successful attack per second.&lt;br /&gt;
* You can use one Active Ability (marked with{{Active}}) every 10 seconds.&lt;br /&gt;
&amp;lt;div id=&#039;Incapacitated&#039;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* If reduced to 0 hits you are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;.&lt;br /&gt;
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it&#039;s a skill explicitly usable while incapacitated. After 15 seconds of being incapacitated, you must make a [[Wounds|wound]] draw at the end of the encounter (only once){{FAQ|tpk}}. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.&lt;br /&gt;
&lt;br /&gt;
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.&lt;br /&gt;
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.&lt;br /&gt;
* Ranged calls have a range of 5m.&lt;br /&gt;
* Arrows and crossbow bolts hit for implicit [[#STRIKE|STRIKE]]. You can block arrows and crossbow bolts with a shield or buckler, but please do not attempt to parry them with your weapon.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
A &#039;&#039;&#039;call&#039;&#039;&#039; is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they&#039;re performing feats that they can&#039;t do physically, such as a sword swing of great strength, or firing a lightning bolt from a Tesla device. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. &lt;br /&gt;
&lt;br /&gt;
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;[[#STRIKE|STRIKE]]&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, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”). A call can also be delivered with a &#039;&#039;&#039;shield block&#039;&#039;&#039;, in reaction to another character hitting your shield or buckler. You should not strike another character&#039;s body with your shield to deliver a shield block.&lt;br /&gt;
&lt;br /&gt;
A call can be a composite call of multiple effects (for example &amp;quot;[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]&amp;quot;). This counts as a single call for the one-call-per-second rule.&lt;br /&gt;
&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME IN}}&lt;br /&gt;
|Called by [[refs]] to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SLAY}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BACKSTAB}}&lt;br /&gt;
|The entire call only applies if your attacker is behind you. Also lose 3 hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}} [X]&lt;br /&gt;
|Heal X hits. If X is ommitted, heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STUN}}&lt;br /&gt;
|For 5 seconds you cannot attack or make calls other than RESIST, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SUPPRESS}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DETECT}} X&lt;br /&gt;
|If &amp;quot;X&amp;quot; applies to you, respond with &amp;quot;PING&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, &amp;quot;DETECT Human&amp;quot;, &amp;quot;PING!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction. May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|RESIST}}&lt;br /&gt;
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.&lt;br /&gt;
&lt;br /&gt;
When you RESIST a call, if it is delivered by melee strike, thrown strike or arrow or crossbow bolt that hits the body, you still take a point of damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Modifiers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
&lt;br /&gt;
You can replace MASS with [[WIDE]] to cast in a circle.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|WIDE}}&lt;br /&gt;
|Affects everyone in a 5m radius circle.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TECH}}&lt;br /&gt;
|Indicates the call is technological in some way. Tech calls are more dangerous to some creatures, but are less effective against or can be countered by others.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|MELEE}}&lt;br /&gt;
|Indicates that this is a melee call for the purposes of resistances, in cases where it&#039;s unclear.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|IRRESISTIBLE}}&lt;br /&gt;
|This call can&#039;t be [[#RESIST|RESIST]]ed, except by abilities specifically briefed otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visual Cues and Tags===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One hand in the air&lt;br /&gt;
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.&lt;br /&gt;
|-&lt;br /&gt;
!Hand shading the eyes&lt;br /&gt;
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;noncontact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!Flourescent yellow band&lt;br /&gt;
|This person is non-contact and cannot be hit. See the [[#Non-contact|non-contact rules]] for how to attack these players.&lt;br /&gt;
&lt;br /&gt;
We may also brief that individual players are non-contact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some characters may wear tags or physreps to indicate their resistances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|Nimble}}&lt;br /&gt;
|Gold ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Shielded}}&lt;br /&gt;
|Blue ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Tech Resistant}}&lt;br /&gt;
|Magenta ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] [[#TECH|TECH]] calls.&lt;br /&gt;
|-&lt;br /&gt;
!Armoured&lt;br /&gt;
|Armour&lt;br /&gt;
|Can [[#RESIST|RESIST]] non-[[#TECH|TECH]] calls, or will take extra effect from TECH calls.&lt;br /&gt;
|}&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
==Calls and Combat==&lt;br /&gt;
* Calls are spoken out of character (except Would You Kindly inserted into conversation), but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it&#039;s an [[#EFFECT|EFFECT]] that specifies you&#039;re unaware of it. For example, if someone strikes with a sword and calls &amp;quot;[[#TRIPLE|TRIPLE]]!&amp;quot;, you can see by looking that it was a much more damaging blow than usual.&lt;br /&gt;
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.&lt;br /&gt;
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.&lt;br /&gt;
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.&lt;br /&gt;
* Inform a ref if you plan to engage in physical [[PvP]]. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.&lt;br /&gt;
&lt;br /&gt;
==Encounter==&lt;br /&gt;
Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear change of NPCs or location (if in doubt ask a ref).&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some abilities can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Unresisting==&lt;br /&gt;
* An &#039;&#039;&#039;Unresisting&#039;&#039;&#039; target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[Incapacitated]], [[Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.&lt;br /&gt;
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.&lt;br /&gt;
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.&lt;br /&gt;
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.&lt;br /&gt;
&amp;lt;div id=&amp;quot;search&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting and Searching==&lt;br /&gt;
You can take weapons or game items that you can see from an [[unresisting]] target.&lt;br /&gt;
&lt;br /&gt;
You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them.&lt;br /&gt;
&lt;br /&gt;
This is the only way to non-consensually take items from another character. If you&#039;re in a hurry you can of course demand a character give you something, and threaten them if they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Non-contact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-combat and non-contact==&lt;br /&gt;
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you&#039;re unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to be non-contact.  A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn&#039;t hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:&lt;br /&gt;
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.&lt;br /&gt;
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.&lt;br /&gt;
&lt;br /&gt;
==Clues==&lt;br /&gt;
[[File:Blood Stain f.png|thumb]]&lt;br /&gt;
[[File:Blood Stain.png|thumb]]&lt;br /&gt;
Sometimes, player characters may come across Clues represented by cards. These Clues represent information that your characters might find or details that catch your eye.&lt;br /&gt;
&lt;br /&gt;
Most clues will list a condition &amp;quot;To Open&amp;quot;. If this is a Skill, only a character with that Skill can open it. If it is an action, any character that takes the corresponding action can open it.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=620</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=620"/>
		<updated>2026-02-24T23:14:24Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Group Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and [[Resources#Herbs and Pharmaceuticals|herbs or pharmaceuticals]] for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=The_World&amp;diff=619</id>
		<title>The World</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=The_World&amp;diff=619"/>
		<updated>2026-02-22T10:43:44Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Teslagraph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
In an alternate 1840s the brilliant Ada Lovelace perfected and programmed the Analytical Engine, succeeding beyond her wildest dreams. The Analytical Engine quickly revolutionised society, ushering in not only a whole new discipline of Analytical technology, but also advanced Analytical Intelligences. Within decades Analytical Intelligences were de facto running the former British Empire, restyled as The Commonwealth, and tasked with the stewardship of humanity.&lt;br /&gt;
&lt;br /&gt;
With the guidance of the Analytical Intelligences, the young Nikola Tesla invented the Tesla tower, allowing clean energy and instantaneous communication around the world. Most nations across the world asked to join the Commonwealth to share in the new golden age which had quickly dawned.&lt;br /&gt;
&lt;br /&gt;
Humanity experienced a new renaissance, with time to study art, philosophy and self-improvement. In this time of enlightenment, a new science began to emerge - the study of Intuition. The capability of the human mind for incredible creativity and genius, displayed by great thinkers in history, could be encouraged and trained. Humanity seemed poised to make a leap into the future, sadly unseen by the woman who ushered it in, as Lovelace died at the cusp of this breakthrough.&lt;br /&gt;
&lt;br /&gt;
Then, quite suddenly and for unknown reasons, the Analytical Intelligences decided to suppress human freedom and took over all significant human decision making in a silent coup. Many barely noticed the change, since AIs were already running most things day to day, and some who noticed even celebrated.&lt;br /&gt;
&lt;br /&gt;
It&#039;s now 1873, two years since the takeover. A few weeks ago, a transmission went out to certain people across the Teslagraph, somehow concealed from the Analytical Intelligences, calling those who are willing to change things to come to a secret meeting in Cambridge. The message was signed… Ada Lovelace?&lt;br /&gt;
&lt;br /&gt;
You are one of the people who decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
There’s no gunpowder in this world, never having been invented, so the tools of choice for combat are still melee weapons such as swords, backed up with technological gadgets. Advances in material science have made bows and crossbows and large shields only effective when used by those with highly specialised skills or attributes. There are four cutting edge fields of science and technology.&lt;br /&gt;
&lt;br /&gt;
Analytical technology was invented by Ada Lovelace in the 1840s with the completion of the first Analytical Engine, and involves creating incredibly intricate clockwork devices. Analytical devices are not only capable of rapid calculations, they are able to create physical effects in the world. The exact mechanism by which this occurs is not well understood. The highest form of analytical technology is the [[Analytical Intelligence]], an incredibly complex clockwork device that is capable of human-level intelligence with much greater speed of thought.&lt;br /&gt;
&lt;br /&gt;
Tesla technology is the result of the young genius Nikola Tesla&#039;s inventions in the 1860s, assisted by the Analytical Intelligences. Tesla technology is the advanced application of steam and electrical power, and tends to be capable of more powerful effects than analytical technology, but with much less precision and subtlety. The Tesla tower network connects most of the world in a shared power and communication network, and even in the most remote locations Tesla [[devices]] can usually function.&lt;br /&gt;
&lt;br /&gt;
The science of Intuition is the study of the hidden potential of the human mind. Techniques loosely based on Mesmerism are used to enhance insight and intellect to allow its adherents to perform feats of the mind that seem superhuman. Intuition is typically trained, but there are also instances of naturally talented intuitionists. While it can allow great feats of charisma and intelligence, and insight that can border on prescience, there’s never been a confirmed case of things such as telekinesis that would be physically impossible. The highest application of Intuition is generally considered the [[Mantra]], a thought sequence that can trigger based on a stimulus to allow incredible reactions. Whispers also abound of a darker side of intuition, that mantras can be instilled in unwilling subjects to condition them to act against their will.&lt;br /&gt;
&lt;br /&gt;
Finally, recent advances in bioscience have ushered in a new wave of advances in [[pharmacy]]. Due to the release of mutagenic compounds into the environment, new plant species have appeared that seem to be combinable to produce much more pronounced pharmaceutical effects than previously possible.&lt;br /&gt;
&lt;br /&gt;
===Teslagraph===&lt;br /&gt;
A ubiquitous piece of technology used by most people is the Teslagraph. Textual messages can be sent to others with a numeric destination address. A slight drawback is that the delivery time isn&#039;t guaranteed (unless you have the [[Cryptographer|skills to hack the system]]...).&lt;br /&gt;
&lt;br /&gt;
Ducatto, basic herbs and basic components can also be sent by Teslagram. The post office takes the items and reissues them at the other end, so you can only send fungible resources this way, and not rare or unique items.&lt;br /&gt;
&lt;br /&gt;
==Wilderness==&lt;br /&gt;
The worldwide transition to the Pax Commonwealth wasn&#039;t entirely smooth. The rapid advance of technology caused some conflicts around the world. These came to a head in 1868 when a rogue state (whose identity has been redacted for their protection) developed dangerous bioweaponry to try to counter the advanced technology of the Commonwealth. The experiment went horribly awry and mutagenic compounds were released into the environment and rapidly spread around the world. This was the tipping point that finally convinced the remaining nations of the world that Commonwealth membership and governance by AIs was the best way forward.&lt;br /&gt;
&lt;br /&gt;
The legacy of this is that the British countryside isn&#039;t nearly as safe as it used to be and most keep to the cities. Alongside the normal plants and animals, a significant minority of more exotic and dangerous creatures exist. There are even rumours that some of these &amp;quot;Mutants&amp;quot; have developed basic tool use and communication, but this is scoffed at by the scholars at reputable universities.&lt;br /&gt;
&lt;br /&gt;
The resistance have now encountered talking mutants and confirmed their existence and ability to communicate, though it seems many, even most, can&#039;t. Mutants seem to have the ability to DETECT other mutants, and are repelled by TECH calls. If affected by one, they take it as REPEL in addition to the call’s other effects.&lt;br /&gt;
&lt;br /&gt;
==Divergence of History==&lt;br /&gt;
This is a rundown of significant events that diverge from history to make this setting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Event&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1842&lt;br /&gt;
|The first analytical engine is perfected by Ada Lovelace.&lt;br /&gt;
|-&lt;br /&gt;
|1845&lt;br /&gt;
|The first Analytical Intelligence emerges from this new technology.&lt;br /&gt;
|-&lt;br /&gt;
|1858&lt;br /&gt;
|The Commonwealth is formed from the British Empire.&lt;br /&gt;
|-&lt;br /&gt;
|1864&lt;br /&gt;
|Conflict begins over the expansion of the Commonwealth.&lt;br /&gt;
|-&lt;br /&gt;
|1867&lt;br /&gt;
|A new form of instant, electric-based comunication is created based on the inspiration of young genius Nikola Tesla.&lt;br /&gt;
|-&lt;br /&gt;
|1868&lt;br /&gt;
|Conflict over the expansion of the Commonweath ends after massive mutagen release. Strange new plants and creatures begin to be seen.&lt;br /&gt;
|-&lt;br /&gt;
|1869&lt;br /&gt;
|Commonwealth becomes global.&lt;br /&gt;
|-&lt;br /&gt;
|July 1871&lt;br /&gt;
|The discovery of Intuition.&lt;br /&gt;
|-&lt;br /&gt;
|16th October 1871&lt;br /&gt;
|Unexpected death of Ada Lovelace, aged 56.&lt;br /&gt;
|-&lt;br /&gt;
|December 1871&lt;br /&gt;
|The Analytical Intelligences perform their coup.&lt;br /&gt;
|-&lt;br /&gt;
|Feburary 1872&lt;br /&gt;
|A resistance forms against the new Analytical Intelligence rule.&lt;br /&gt;
|-&lt;br /&gt;
|June 1872&lt;br /&gt;
|The resistance is destroyed with many members either renouncing their opinions or disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|July 1872&lt;br /&gt;
|The Ministry of Leadership is formed.&lt;br /&gt;
|-&lt;br /&gt;
|September 1872&lt;br /&gt;
|Criminals and dissidents against the system begin to be &#039;removed&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|December 1872&lt;br /&gt;
|Travel restrictions introduced by Mother Forge to track labourers, this causes an outcry among those who want to celebrate winter festivals with family.&lt;br /&gt;
|-&lt;br /&gt;
|January 1873&lt;br /&gt;
|Index takes direct ownership of all newspapers.&lt;br /&gt;
|-&lt;br /&gt;
|May 1873&lt;br /&gt;
|Newnham college destroyed for city renovations, including a giant statue of Ada Lovelace.&lt;br /&gt;
|-&lt;br /&gt;
|17th October 1873&lt;br /&gt;
|Date of the first secret meeting.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=618</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=618"/>
		<updated>2026-02-20T09:41:22Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
* You start with 4 hits.&lt;br /&gt;
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.&lt;br /&gt;
* You can only make one call or successful attack per second.&lt;br /&gt;
* You can use one Active Ability (marked with{{Active}}) every 10 seconds.&lt;br /&gt;
&amp;lt;div id=&#039;Incapacitated&#039;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* If reduced to 0 hits you are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;.&lt;br /&gt;
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it&#039;s a skill explicitly usable while incapacitated. After 15 seconds of being incapacitated, you must make a [[Wounds|wound]] draw at the end of the encounter (only once){{FAQ|tpk}}. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.&lt;br /&gt;
&lt;br /&gt;
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.&lt;br /&gt;
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.&lt;br /&gt;
* Ranged calls have a range of 5m.&lt;br /&gt;
* Arrows and crossbow bolts hit for implicit [[#STRIKE|STRIKE]]. You can block arrows and crossbow bolts with a shield or buckler, but please do not attempt to parry them with your weapon.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
A &#039;&#039;&#039;call&#039;&#039;&#039; is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they&#039;re performing feats that they can&#039;t do physically, such as a sword swing of great strength, or firing a lightning bolt from a Tesla device. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. &lt;br /&gt;
&lt;br /&gt;
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;[[#STRIKE|STRIKE]]&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, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”). A call can also be delivered with a &#039;&#039;&#039;shield block&#039;&#039;&#039;, in reaction to another character hitting your shield or buckler. You should not strike another character&#039;s body with your shield to deliver a shield block.&lt;br /&gt;
&lt;br /&gt;
A call can be a composite call of multiple effects (for example &amp;quot;[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]&amp;quot;). This counts as a single call for the one-call-per-second rule.&lt;br /&gt;
&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME IN}}&lt;br /&gt;
|Called by [[refs]] to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SLAY}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BACKSTAB}}&lt;br /&gt;
|The entire call only applies if your attacker is behind you. Also lose 3 hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}} [X]&lt;br /&gt;
|Heal X hits. If X is ommitted, heal all hit points.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STUN}}&lt;br /&gt;
|For 5 seconds you cannot attack or make calls other than RESIST, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SUPPRESS}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DETECT}} X&lt;br /&gt;
|If &amp;quot;X&amp;quot; applies to you, respond with &amp;quot;PING&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, &amp;quot;DETECT Human&amp;quot;, &amp;quot;PING!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction. May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|RESIST}}&lt;br /&gt;
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.&lt;br /&gt;
&lt;br /&gt;
When you RESIST a call, if it is delivered by melee strike, thrown strike or arrow or crossbow bolt that hits the body, you still take a point of damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Modifiers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
&lt;br /&gt;
You can replace MASS with [[WIDE]] to cast in a circle.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|WIDE}}&lt;br /&gt;
|Affects everyone in a 5m radius circle.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TECH}}&lt;br /&gt;
|Indicates the call is technological in some way. Tech calls are more dangerous to some creatures, but are less effective against or can be countered by others.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|MELEE}}&lt;br /&gt;
|Indicates that this is a melee call for the purposes of resistances, in cases where it&#039;s unclear.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|IRRESISTIBLE}}&lt;br /&gt;
|This call can&#039;t be [[#RESIST|RESIST]]ed, except by abilities specifically briefed otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visual Cues and Tags===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One hand in the air&lt;br /&gt;
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.&lt;br /&gt;
|-&lt;br /&gt;
!Hand shading the eyes&lt;br /&gt;
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;noncontact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!Flourescent yellow band&lt;br /&gt;
|This person is non-contact and cannot be hit. See the [[#Non-contact|non-contact rules]] for how to attack these players.&lt;br /&gt;
&lt;br /&gt;
We may also brief that individual players are non-contact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some characters may wear tags or physreps to indicate their resistances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|Nimble}}&lt;br /&gt;
|Gold ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Shielded}}&lt;br /&gt;
|Blue ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Tech Resistant}}&lt;br /&gt;
|Magenta ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] [[#TECH|TECH]] calls.&lt;br /&gt;
|-&lt;br /&gt;
!Armoured&lt;br /&gt;
|Armour&lt;br /&gt;
|Can [[#RESIST|RESIST]] non-[[#TECH|TECH]] calls, or will take extra effect from TECH calls.&lt;br /&gt;
|}&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
==Calls and Combat==&lt;br /&gt;
* Calls are spoken out of character (except Would You Kindly inserted into conversation), but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it&#039;s an [[#EFFECT|EFFECT]] that specifies you&#039;re unaware of it. For example, if someone strikes with a sword and calls &amp;quot;[[#TRIPLE|TRIPLE]]!&amp;quot;, you can see by looking that it was a much more damaging blow than usual.&lt;br /&gt;
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.&lt;br /&gt;
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.&lt;br /&gt;
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.&lt;br /&gt;
* Inform a ref if you plan to engage in physical [[PvP]]. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.&lt;br /&gt;
&lt;br /&gt;
==Encounter==&lt;br /&gt;
Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear change of NPCs or location (if in doubt ask a ref).&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some abilities can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Unresisting==&lt;br /&gt;
* An &#039;&#039;&#039;Unresisting&#039;&#039;&#039; target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[Incapacitated]], [[Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.&lt;br /&gt;
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.&lt;br /&gt;
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.&lt;br /&gt;
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.&lt;br /&gt;
&amp;lt;div id=&amp;quot;search&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting and Searching==&lt;br /&gt;
You can take weapons or game items that you can see from an [[unresisting]] target.&lt;br /&gt;
&lt;br /&gt;
You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them.&lt;br /&gt;
&lt;br /&gt;
This is the only way to non-consensually take items from another character. If you&#039;re in a hurry you can of course demand a character give you something, and threaten them if they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Non-contact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-combat and non-contact==&lt;br /&gt;
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you&#039;re unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to be non-contact.  A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn&#039;t hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:&lt;br /&gt;
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.&lt;br /&gt;
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.&lt;br /&gt;
&lt;br /&gt;
==Clues==&lt;br /&gt;
[[File:Blood Stain f.png|thumb]]&lt;br /&gt;
[[File:Blood Stain.png|thumb]]&lt;br /&gt;
Sometimes, player characters may come across Clues represented by cards. These Clues represent information that your characters might find or details that catch your eye.&lt;br /&gt;
&lt;br /&gt;
Most clues will list a condition &amp;quot;To Open&amp;quot;. If this is a Skill, only a character with that Skill can open it. If it is an action, any character that takes the corresponding action can open it.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=MELEE&amp;diff=617</id>
		<title>MELEE</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=MELEE&amp;diff=617"/>
		<updated>2026-02-20T09:38:57Z</updated>

		<summary type="html">&lt;p&gt;Bink: Redirected page to Quickstart Rules#MELEE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Quickstart Rules#MELEE]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=616</id>
		<title>Patch Notes</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Patch_Notes&amp;diff=616"/>
		<updated>2026-02-20T09:38:44Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===23/10/2025===&lt;br /&gt;
* Mantra instillment has had two accessibility improvements aimed at ephasia and dyslexia.&lt;br /&gt;
* Tesla signature combat skills modified to seperate melee RESISTs from hit point increase with cooldown drawback.&lt;br /&gt;
* [[HEAL]] semantics changed slightly.&lt;br /&gt;
* BASH changed to [[STRIKE]]&lt;br /&gt;
* CRUSH changed to [[SLAY]]&lt;br /&gt;
* [[WIDE]] call added for unconeable MASS.&lt;br /&gt;
* Tesla Repel has had Charge removed and changed to WIDE&lt;br /&gt;
* Analytical Strike changed to DOUBLE.&lt;br /&gt;
&lt;br /&gt;
===30/10/2025===&lt;br /&gt;
* Give [[Scout]] a per-event limitation so it isn&#039;t a massive time sink.&lt;br /&gt;
* Be clear Danger Sense applies to MASS and WIDE calls as well as point-and-click.&lt;br /&gt;
&lt;br /&gt;
===14/11/2025===&lt;br /&gt;
* Merge [[Destruction]] and Scramble Effect into one skill and allow it to also target other problems (badly).&lt;br /&gt;
* Add [[Genius Reputation]] skill, giving social benefits to being a flashy Tesla Technologist.&lt;br /&gt;
* Codify the &amp;quot;get a hint about encryption&amp;quot; aspect of [[Cryptographer]] as a group skill similar to [[Investigate]].&lt;br /&gt;
&lt;br /&gt;
===16/1/2026===&lt;br /&gt;
* Clarified the rules around performing Profession skills in combat situations.&lt;br /&gt;
* Wound probabilities have been adjusted to 2/3 regular, 1/3 Dire. You are now much more survivable. Go nuts!&lt;br /&gt;
* If you find a Device during a linear it doesn&#039;t count to your limit of devices you can maintain.&lt;br /&gt;
* Added the Combat Talent and Profession Talent skills. Limited multiclassing is now much cheaper, rejoice!&lt;br /&gt;
* Added Buckler Proficiency general skill.&lt;br /&gt;
* Iron Man now allows bucklers and one-handers to be used as technological foci for abilities (in combination with other skills).&lt;br /&gt;
&lt;br /&gt;
===20/2/2026===&lt;br /&gt;
* Buffed [[Smuggler]] to hide more things.&lt;br /&gt;
* Codified a [[MELEE]] modifier, which will probably rarely be used.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=615</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=615"/>
		<updated>2026-02-19T23:48:38Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
* You start with 4 hits.&lt;br /&gt;
* You lose one hit when hit by a melee or thrown weapon, unless accompanied by a damage call.&lt;br /&gt;
* You can only make one call or successful attack per second.&lt;br /&gt;
* You can use one Active Ability (marked with{{Active}}) every 10 seconds.&lt;br /&gt;
&amp;lt;div id=&#039;Incapacitated&#039;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* If reduced to 0 hits you are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;.&lt;br /&gt;
* While Incapacitated you are conscious and can talk, yell, etc, but are immobile, should act as though in pain, and can’t perform any actions unless it&#039;s a skill explicitly usable while incapacitated. After 15 seconds of being incapacitated, you must make a [[Wounds|wound]] draw at the end of the encounter (only once){{FAQ|tpk}}. This count is paused if someone performs roleplay on you with both hands that looks beneficial (for example [[First Aid]]). You can move short distances for safety reasons while Incapacitated.&lt;br /&gt;
&lt;br /&gt;
* Calls delivered by melee and thrown weapons do not take effect if blocked or parried, unless specified in the call description.&lt;br /&gt;
* If a call has no effect and [[#RESIST|RESIST]] isn’t called (because e.g. the target didn’t notice your call, or it was blocked or parried or missed) then any resources used to make the call aren’t expended.&lt;br /&gt;
* Ranged calls have a range of 5m.&lt;br /&gt;
* Arrows and crossbow bolts hit for implicit [[#STRIKE|STRIKE]]. You can block arrows and crossbow bolts with a shield or buckler, but please do not attempt to parry them with your weapon.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
A &#039;&#039;&#039;call&#039;&#039;&#039; is a sequence of words that has a special meaning in the game rules. They are the means by which players communicate that they&#039;re performing feats that they can&#039;t do physically, such as a sword swing of great strength, or firing a lightning bolt from a Tesla device. it is important you know how to react to at least the damage calls and simple effect calls; if in doubt, you can always respond to a call by “falling over screaming, then seeing a ref for clarification”. &lt;br /&gt;
&lt;br /&gt;
Melee and thrown calls require you to hit with the weapon followed by saying the words that make up the call (*weapon hit* &amp;quot;[[#STRIKE|STRIKE]]&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, [[#STUN|STUN]]” or *arms wide* “[[#MASS|MASS]] [[#REPEL|REPEL]]”). A call can also be delivered with a &#039;&#039;&#039;shield block&#039;&#039;&#039;, in reaction to another character hitting your shield or buckler. You should not strike another character&#039;s body with your shield to deliver a shield block.&lt;br /&gt;
&lt;br /&gt;
A call can be a composite call of multiple effects (for example &amp;quot;[[#TRIPLE|TRIPLE]] [[#STUN|STUN]]&amp;quot;). This counts as a single call for the one-call-per-second rule.&lt;br /&gt;
&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t a indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME IN}}&lt;br /&gt;
|Called by [[refs]] to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SLAY}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BACKSTAB}}&lt;br /&gt;
|The entire call only applies if your attacker is behind you. Also lose 3 hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}} [X]&lt;br /&gt;
|Heal X hits. If X is ommitted, heal all hit points.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|STUN}}&lt;br /&gt;
|For 5 seconds you cannot attack or make calls other than RESIST, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|SUPPRESS}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|DETECT}} X&lt;br /&gt;
|If &amp;quot;X&amp;quot; applies to you, respond with &amp;quot;PING&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, &amp;quot;DETECT Human&amp;quot;, &amp;quot;PING!&amp;quot;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction. May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|RESIST}}&lt;br /&gt;
|Called to indicate you took a call, but it didn’t apply as expected for some reason. This is not subject to the one second rule.&lt;br /&gt;
&lt;br /&gt;
When you RESIST a call, if it is delivered by melee strike, thrown strike or arrow or crossbow bolt that hits the body, you still take a point of damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Modifiers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
&lt;br /&gt;
You can replace MASS with [[WIDE]] to cast in a circle.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|WIDE}}&lt;br /&gt;
|Affects everyone in a 5m radius circle.&lt;br /&gt;
&lt;br /&gt;
The caller can choose if they are affected by the call or not. &lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|TECH}}&lt;br /&gt;
|Indicates the call is technological in some way. Tech calls are more dangerous to some creatures, but are less effective against or can be countered by others.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|MELEE}}&lt;br /&gt;
|Indicates that this is a melee call for the purposes of resistances, if it&#039;s unclear.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|IRRESISTIBLE}}&lt;br /&gt;
|This call can&#039;t be [[#RESIST|RESIST]]ed, except by abilities specifically briefed otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visual Cues and Tags===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One hand in the air&lt;br /&gt;
|Anyone with one hand in the air and their index finger pointing upward is not present IC and should be ignored. If you are monstering, you should use this when moving between encounters.&lt;br /&gt;
|-&lt;br /&gt;
!Hand shading the eyes&lt;br /&gt;
|If you are feeling uncomfortable OOC and don’t want to continue roleplaying, shade your eyes with one hand and leave the IC area when you feel able to do so. This is a cue that you are dropping out of character and other players and crew should respect this by not starting any interactions with you.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;div id=&amp;quot;noncontact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!Flourescent yellow band&lt;br /&gt;
|This person is non-contact and cannot be hit. See the [[#Non-contact|non-contact rules]] for how to attack these players.&lt;br /&gt;
&lt;br /&gt;
We may also brief that individual players are non-contact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some characters may wear tags or physreps to indicate their resistances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|Nimble}}&lt;br /&gt;
|Gold ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Shielded}}&lt;br /&gt;
|Blue ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|Tech Resistant}}&lt;br /&gt;
|Magenta ribbon&lt;br /&gt;
|Can [[#RESIST|RESIST]] [[#TECH|TECH]] calls.&lt;br /&gt;
|-&lt;br /&gt;
!Armoured&lt;br /&gt;
|Armour&lt;br /&gt;
|Can [[#RESIST|RESIST]] non-[[#TECH|TECH]] calls, or will take extra effect from TECH calls.&lt;br /&gt;
|}&lt;br /&gt;
{{:Wounds}}&lt;br /&gt;
&lt;br /&gt;
==Calls and Combat==&lt;br /&gt;
* Calls are spoken out of character (except Would You Kindly inserted into conversation), but you are aware in character of any calls you witness around you, including [[#RESIST|RESIST]]s, unless it&#039;s an [[#EFFECT|EFFECT]] that specifies you&#039;re unaware of it. For example, if someone strikes with a sword and calls &amp;quot;[[#TRIPLE|TRIPLE]]!&amp;quot;, you can see by looking that it was a much more damaging blow than usual.&lt;br /&gt;
* If two mutually incompatible calls affect you, other than [[#EFFECT|EFFECT]], then take the most recent one. If two emotion EFFECTs clash, you can choose which affects you more strongly. If two other EFFECTs clash, see a ref.&lt;br /&gt;
* Touch range calls can only be made when you are able to touch the target. You do not actually need to touch the target to apply the call.&lt;br /&gt;
* You can’t carry thrown weapons or a bow or crossbow at all unless trained.&lt;br /&gt;
* Inform a ref if you plan to engage in physical [[PvP]]. If you PvP without a ref present and there’s contention, the benefit of the doubt will go to the defender.&lt;br /&gt;
&lt;br /&gt;
==Encounter==&lt;br /&gt;
Per-encounter skills refresh after 5 minutes. On a [https://www.camlarp.co.uk/Glossary#Linear linear] also after a clear change of NPCs or location (if in doubt ask a ref).&lt;br /&gt;
&lt;br /&gt;
==Under Pressure==&lt;br /&gt;
Some abilities can only be used when not under pressure. If a combat encounter is occurring, you are always under pressure. Some other situations may count - in this case, a ref will inform you.&lt;br /&gt;
&lt;br /&gt;
==Unresisting==&lt;br /&gt;
* An &#039;&#039;&#039;Unresisting&#039;&#039;&#039; target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. [[Incapacitated]], [[Terminal]] and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.&lt;br /&gt;
* Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.&lt;br /&gt;
* When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.&lt;br /&gt;
* Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.&lt;br /&gt;
&amp;lt;div id=&amp;quot;search&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting and Searching==&lt;br /&gt;
You can take weapons or game items that you can see from an [[unresisting]] target.&lt;br /&gt;
&lt;br /&gt;
You can search a character with 30 seconds of touch range appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them.&lt;br /&gt;
&lt;br /&gt;
This is the only way to non-consensually take items from another character. If you&#039;re in a hurry you can of course demand a character give you something, and threaten them if they don&#039;t.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Non-contact&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-combat and non-contact==&lt;br /&gt;
You can always remove yourself from a combat scene entirely by putting your finger in the air, moving away and then dropping to zero hits and becoming incapacitated. Call [[#STOP THE GAME|STOP THE GAME]] if you&#039;re unable to safely move away. Some combat scenes may have in-character mechanisms to allow non-combatants to stay out of the encounter.&lt;br /&gt;
&lt;br /&gt;
Players can also decide to be non-contact.  A non-contact player wears a [[#Visual Cues and Tags|flourescent yellow band]], which indicates to other players they shouldn&#039;t hit you. You cannot wield weapons while non-contact, but can use other abilities, including offensive ones. Non-contact is distinct from non-combat; you should feel free to attack a non-contact player if you deem it appropriate with the following procedure:&lt;br /&gt;
*To apply a melee call to a non-contact player, close to melee range, point and make the call. Do not actually swing your weapon.&lt;br /&gt;
*To throw a weapon or fire a bow or crossbow at a non-contact player, aim then call the effect then discard your ammunition.&lt;br /&gt;
&lt;br /&gt;
==Clues==&lt;br /&gt;
[[File:Blood Stain f.png|thumb]]&lt;br /&gt;
[[File:Blood Stain.png|thumb]]&lt;br /&gt;
Sometimes, player characters may come across Clues represented by cards. These Clues represent information that your characters might find or details that catch your eye.&lt;br /&gt;
&lt;br /&gt;
Most clues will list a condition &amp;quot;To Open&amp;quot;. If this is a Skill, only a character with that Skill can open it. If it is an action, any character that takes the corresponding action can open it.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=614</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=614"/>
		<updated>2026-02-19T22:03:35Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Smuggler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=613</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=613"/>
		<updated>2026-02-19T21:39:30Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=612</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=612"/>
		<updated>2026-02-19T21:38:33Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Skill Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*Skills can only be taken once, unless the skill specifies otherwise.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=611</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=611"/>
		<updated>2026-02-19T21:38:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=610</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=610"/>
		<updated>2026-02-19T21:37:50Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Profession Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
&lt;br /&gt;
You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=609</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=609"/>
		<updated>2026-02-19T21:37:40Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Profession Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=608</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=608"/>
		<updated>2026-02-19T21:37:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Combat Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills. You can take this skill more than once.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
&lt;br /&gt;
You can only take this skill once.&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=605</id>
		<title>Weekly News</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=605"/>
		<updated>2026-02-19T17:31:21Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Week 11 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prologue==&lt;br /&gt;
A few weeks ago a message went out over the Teslagraph addressed to certain people, somehow hidden from the Analytical Intelligences, to meet in a secret location in Cambridge if you want to change things. It was signed Ada Lovelace, a figure who&#039;s supposedly been dead for several years.&lt;br /&gt;
&lt;br /&gt;
You&#039;ve decided to answer the message.&lt;br /&gt;
&lt;br /&gt;
[[File:Newspaper Interactive 1.pdf|thumb|Newspaper for Week 1]]&lt;br /&gt;
&lt;br /&gt;
== Week 1 ==&lt;br /&gt;
The Resistance met ADA, the intelligence that Ada Lovelace uploaded her mind into when she died. They are protecting this new Resistance from discovery by the AIs. She asked them to investigate an abandoned lab out at Fen Edge. The Heirs of Jupiter unexpectedly gave them some other useful information - that Safeguard was already moving on the lab and trying to retrieve a specific device.&lt;br /&gt;
&lt;br /&gt;
Four of the Resistance went and snuck into the lab, eventually finding Prince Jr., a mutated being that was the result of the experiments that were conducted there. It&#039;s holding onto the device that was Dr. Prince&#039;s most advanced research, and they have smuggled it into Cambridge after rescuing it from Safeguard.&lt;br /&gt;
&lt;br /&gt;
== Week 2 ==&lt;br /&gt;
Prince Jr. was talked to in Ada&#039;s house, but it wouldn&#039;t give up Dr. Prince&#039;s research without knowing what his wishes were.&lt;br /&gt;
&lt;br /&gt;
A lot of mysterious letters were delivered, including one that had appeared under strange circumstances.&lt;br /&gt;
&lt;br /&gt;
The Luminary agent &amp;quot;Architect&amp;quot; asked some of the Resistance to help them get some buildings demolished to make way for a grand monument, and help design said monument. In the process they poisoned the Earl Grey, Lord Charles Grey, who has left Cambridge temporarily.&lt;br /&gt;
&lt;br /&gt;
Another agent, &amp;quot;Star&amp;quot;, was helped to build a giant steam-powered speaker and has used it to sing songs.&lt;br /&gt;
&lt;br /&gt;
Many parties came in to present their cases to the Resistance for aid, and ADA has organised them into a set of mission briefs.&lt;br /&gt;
&lt;br /&gt;
== Week 3 ==&lt;br /&gt;
The players managed to talk the Qualia Transcription Engine out of Prince Jr&#039;s hands and smuggled them back out of the city.&lt;br /&gt;
The grand monument is now going ahead, as is some kind of project by the Heirs of Jupiter. Several members of the group have drawn the attentions of the Coppers, and may need to take care!&lt;br /&gt;
&lt;br /&gt;
One party talked their way into Ward Z0 of the hospital, and fought an automated nurse-bot. They then managed to save one of Honoria&#039;s friends from the surgery that was in-progress, despite the mockery of Equilibrium, a Safeguard sub-intelligence.&lt;br /&gt;
&lt;br /&gt;
Another party broke into the book depository and fought their way through multiple guard patrols, securing three out of the five boxes of books.&lt;br /&gt;
&lt;br /&gt;
== Week 4 ==&lt;br /&gt;
Probably the most dramatic event was the appearance of the AI known as Equilibrium at the weekly meeting, seemingly to taunt the players and inform them that it&#039;s moved into the Cambridge area and taken a personal interest in the Resistance. Some revelations were made about Ada&#039;s death, and the Rustwrights were given the tools to start hitting serious targets, though it remains to be seen how cautious they&#039;ll be.&lt;br /&gt;
&lt;br /&gt;
Two missions were selected - one to venture into the wilderness to retrieve some rare herbs, and a second to help Nikola Tesla with human trials of his new Teslaportation technology.&lt;br /&gt;
&lt;br /&gt;
== Week 5 ==&lt;br /&gt;
After a busy Friday meeting preparing for the weekend, the Resistance embarked on two expeditions - to test Nikola Tesla&#039;s new &amp;quot;Teslaporter&amp;quot;, and to gather rare &amp;quot;Green Vervain&amp;quot; from the wilderness.&lt;br /&gt;
Rumour has it that a large amount of property is being purchased in Cambridge by a French bank for some reason, and the AIs are now furiously searching for Red Jack of the Rustwrights.&lt;br /&gt;
&lt;br /&gt;
The Teslaportation test was entirely successful and Mr Tesla gave a press conference stating there were no incidents. Though rumour has it several mysterious incidents happened that day, such as preventing an out-of-control pumping station from flooding, an intrusion into a secure filing area, and unexpected participants appearing in the middle of a test of a new experimental war automaton. But those were probably unrelated.&lt;br /&gt;
&lt;br /&gt;
The expedition in to the wilderness suffered some setbacks, but after many clashes with mutants and automata dispatched by ATHENA, they successfully reached the glade where the Green Vervain was growing. They defeated the carnivorous plant mass growing at the centre of it and harvested the herbs, but reports state that explorer Cora Barnes returned in critical condition and isn&#039;t expected to survive.&lt;br /&gt;
&lt;br /&gt;
== Week 6 ==&lt;br /&gt;
The Society came to the Resistance&#039;s meeting in the person of Dr. Vale to pay respects to the dying Cora. Lord Ashcombe went mysteriously insane after talking to some intuitionists and sadly had to take a vacation to Whitby for his health. The Earl Grey had another argument with Seraph, but escaped unstabbed this time. And various pieces of intelligence were found about a factory Ada is interested in - apparently one that is manufacturing a new core for Safeguard! She&#039;s asked the Resistance to send two teams to deal with it and retrieve what they can.&lt;br /&gt;
&lt;br /&gt;
== Week 7 ==&lt;br /&gt;
The Resistance were visited by the Heirs of Jupiter who used the power of electricity to conjure something they claimed to be the Living Signal, which spoke to some of the players and revealed the existence of an alleged &amp;quot;Dark Signal&amp;quot;. They also made plans with M to remove some links to Safeguard that it was revealed had been forced on people to spy on the Resistance.&lt;br /&gt;
&lt;br /&gt;
The missions into the Factory were broadly successful - they defeated the avatar of Mother Forge and Equilibrium&#039;s guardian automaton, and stole two advanced pieces of Analytical Technology, as well as rigging the steam boiler to blow up and setting the factory on fire behind them.&lt;br /&gt;
&lt;br /&gt;
Plans were made to hold a Christmas party, in defiance of Mother Forge&#039;s edicts, and some of the Resistance funded the Union&#039;s attempts to do the same.&lt;br /&gt;
&lt;br /&gt;
== Week 8 ==&lt;br /&gt;
The Resistance questioned the core containing Industrialist, which they&#039;d taken from the factory, until Mr. Widger decided to destroy it when negotiations seemed to be breaking down. The Heirs of Jupiter summoned the Living Signal again to settle a theological point. Much cake and other food was consumed. Some of the Resistance, to get in the party mood, decided to drink the psychoactive water they had and became extremely loopy. Some ATHENA agents arrived and tried to unmask Red in a knife fight. Mlle. Ring apparently married Index in a ceremony involving signing some contracts.&lt;br /&gt;
&lt;br /&gt;
== Week 9 ==&lt;br /&gt;
The Resistance staged a prison break in Scotland, springing several noteable figures, including Red Jack, Oscar Wilde, and Florence Nightingale, as well as a multitude of others. Others undertook a mission to the heart of mutant territory - Aberystwith. They came back with some interesting information on mutagenics. A plan was hatched for the Rustwrights to make a concerted attack across the country&#039;s switching stations. The disruption in Cambridge has caused issues in the Fens, and Mr Moser got Seraph to admit she&#039;s stolen something!&lt;br /&gt;
&lt;br /&gt;
== Week 10 ==&lt;br /&gt;
News spreads among the Resistance of Equilibrium taking hostages, and a mission is planned to retrieve them and strike at Equilibrium&#039;s Core at the same site. A second mission is also planned to a &amp;quot;dark signal&amp;quot; facility run by Mother Forge.&lt;br /&gt;
&lt;br /&gt;
In other news, an Analytical Intelligence named Hephaestus visited the Resistance and gave them a Large Bomb.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress paid a big visit to the Resistance, with Dr Vale, Professor Grace and an assistant present. Rumour has it several events occured and things were learned, but it&#039;s not common knowledge yet what.&lt;br /&gt;
&lt;br /&gt;
In brighter news, Trackline is said to be back in mostly good spirits and the trains are running again.&lt;br /&gt;
&lt;br /&gt;
== Week 11 ==&lt;br /&gt;
The resistance had a major victory this week as they not only freed all the hostages but destroyed Equilibrium. Safeguard&#039;s response to this remains to be seen. &lt;br /&gt;
Mother Forge had her Control Grid thoroughly melted - possibly related to this, many teslagraphs across the country started printing &#039;RESIST&#039;.&lt;br /&gt;
&lt;br /&gt;
The Society of Human Progress seems to be in difficulties, with infighting and accusations flying - word on the street is that Dr Vale has been caught in wrongdoing, but few people can agree what that wrongdoing is.&lt;br /&gt;
&lt;br /&gt;
There is also tension between the main AIs, obvious to anyone who pays attention. In particular, Index and Safeguard seem to be at outs, but it is not obvious why or what the end result will be.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=604</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=604"/>
		<updated>2026-02-18T11:19:51Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Alleviation and Treatment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.&lt;br /&gt;
&lt;br /&gt;
Some wounds are &amp;quot;dire&amp;quot; wounds, and are the means by which your character can eventually become terminally wounded and die.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Dire Wounds and Terminal==&lt;br /&gt;
If your character is [[incapacitated]] for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some (roughly 1/3) are &#039;&#039;&#039;Dire&#039;&#039;&#039; (marked with a 💀). If you have &#039;&#039;&#039;two&#039;&#039;&#039; Dire wounds your character becomes &#039;&#039;&#039;Terminal&#039;&#039;&#039;. After making your wound draw if you are still incapacitated you regain one hit point, representing natural recovery.&lt;br /&gt;
&lt;br /&gt;
Your bleed count while incapacitated is paused if another character does roleplay with two hands that seems beneficial (such as [[First Aid]]).&lt;br /&gt;
&lt;br /&gt;
Wounds are typically caused by incapacitation, but can also be given out by the [[CURSE]] call, or while performing risky actions or experiments.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will [[Wounds#Death|die]] at a dramatically appropriate time of your OC choice before the end of the next [https://www.camlarp.co.uk/Glossary#Interactive interactive] you attend. Becoming Terminal removes any wounds currently on you.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;treatment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alleviation and Treatment==&lt;br /&gt;
* Wounds can be temporarily &#039;&#039;&#039;alleviated&#039;&#039;&#039; with skills such as [[Medicine]] and [[Automaton Engineer]].&lt;br /&gt;
* &#039;&#039;&#039;Treating&#039;&#039;&#039; a wound is more involved, and can often only be done in an interactive.&lt;br /&gt;
* Treating or alleviating a wound replaces the acute effect with the lingering effect.&lt;br /&gt;
* Treated wounds heal at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Wounds have fairly potent &amp;quot;acute&amp;quot; effects and having fresh wounds will severely limit your effectiveness. Alleviating or treating a wound replaces the acute effect with the lingering effect, which remains until the wound heals. A lingering dire wound still counts towards your death track until it heals.&lt;br /&gt;
&lt;br /&gt;
Wounds need to be treated before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an &amp;quot;appropriate venue&amp;quot; (usually the interactive), but can still be alleviated while on linears.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All [[Wounds#treatment|treated]] wounds heal at the end of each event.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of the [[#Dire Wounds and Terminal|terminal]] state, either because they choose to die or run out of time, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
[[Unresisting]] characters can be &#039;&#039;&#039;executed&#039;&#039;&#039;. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;br /&gt;
&lt;br /&gt;
== Example Wounds==&lt;br /&gt;
===Concussion===&lt;br /&gt;
&#039;&#039;A fairly standard physical wound. Treatable only by specialists in the interactives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: You are slightly dizzy and easily confused. Your Active Ability cooldown is increased by 10 seconds and you cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
Treatment: In a safe venue a Medic or Mantra Instiller must perform exercises to clear your head.&lt;br /&gt;
&lt;br /&gt;
Lingering: You are still slightly dizzy and easily confused. You cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
===Shaken===&lt;br /&gt;
&#039;&#039;A mental wound. Treatable by anyone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: Take STUN once per encounter when anyone initiates combat.&lt;br /&gt;
&lt;br /&gt;
Treatment: Someone must spend at least a minute bolstering your self confidence.&lt;br /&gt;
&lt;br /&gt;
Lingering: Take STUN once per encounter when &#039;&#039;you personally&#039;&#039; initiate combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=603</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=603"/>
		<updated>2026-02-18T11:19:34Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Alleviation and Treatment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.&lt;br /&gt;
&lt;br /&gt;
Some wounds are &amp;quot;dire&amp;quot; wounds, and are the means by which your character can eventually become terminally wounded and die.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Dire Wounds and Terminal==&lt;br /&gt;
If your character is [[incapacitated]] for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some (roughly 1/3) are &#039;&#039;&#039;Dire&#039;&#039;&#039; (marked with a 💀). If you have &#039;&#039;&#039;two&#039;&#039;&#039; Dire wounds your character becomes &#039;&#039;&#039;Terminal&#039;&#039;&#039;. After making your wound draw if you are still incapacitated you regain one hit point, representing natural recovery.&lt;br /&gt;
&lt;br /&gt;
Your bleed count while incapacitated is paused if another character does roleplay with two hands that seems beneficial (such as [[First Aid]]).&lt;br /&gt;
&lt;br /&gt;
Wounds are typically caused by incapacitation, but can also be given out by the [[CURSE]] call, or while performing risky actions or experiments.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will [[Wounds#Death|die]] at a dramatically appropriate time of your OC choice before the end of the next [https://www.camlarp.co.uk/Glossary#Interactive interactive] you attend. Becoming Terminal removes any wounds currently on you.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;treatment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alleviation and Treatment==&lt;br /&gt;
* Wounds can be temporarily &#039;&#039;&#039;alleviated&#039;&#039;&#039; with skills such as [[Medicine]] and [[Automaton Engineer]].&lt;br /&gt;
* &#039;&#039;&#039;Treating&#039;&#039;&#039; a wound is more involved, and can often only be done in an interactive.&lt;br /&gt;
* Treating or alleviating a wound replaces the acute effect with the lingering effect.&lt;br /&gt;
* Treated wounds heal at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Wounds have fairly potent &amp;quot;acute&amp;quot; effects and having fresh wounds will severely limit your effectiveness. Alleviating or treating a wound replaces the acute effect with the lingering effect, which remains until the wound heals. A lingering dire wound still counts towards your death track until it heals.&lt;br /&gt;
&lt;br /&gt;
Wounds need to be treated before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an &amp;quot;appropriate venue&amp;quot; (usually the interactive), but can still be alleviated while on linears.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All [[Wounds#treatment|treated]] wounds fully heal at the end of each event.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of the [[#Dire Wounds and Terminal|terminal]] state, either because they choose to die or run out of time, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
[[Unresisting]] characters can be &#039;&#039;&#039;executed&#039;&#039;&#039;. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;br /&gt;
&lt;br /&gt;
== Example Wounds==&lt;br /&gt;
===Concussion===&lt;br /&gt;
&#039;&#039;A fairly standard physical wound. Treatable only by specialists in the interactives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: You are slightly dizzy and easily confused. Your Active Ability cooldown is increased by 10 seconds and you cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
Treatment: In a safe venue a Medic or Mantra Instiller must perform exercises to clear your head.&lt;br /&gt;
&lt;br /&gt;
Lingering: You are still slightly dizzy and easily confused. You cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
===Shaken===&lt;br /&gt;
&#039;&#039;A mental wound. Treatable by anyone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: Take STUN once per encounter when anyone initiates combat.&lt;br /&gt;
&lt;br /&gt;
Treatment: Someone must spend at least a minute bolstering your self confidence.&lt;br /&gt;
&lt;br /&gt;
Lingering: Take STUN once per encounter when &#039;&#039;you personally&#039;&#039; initiate combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=602</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=602"/>
		<updated>2026-02-17T12:29:51Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Genius Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;If you&#039;re looking for the basic rules you should start with the [[Quickstart Rules]].&#039;&#039;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.&lt;br /&gt;
&lt;br /&gt;
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.&lt;br /&gt;
&lt;br /&gt;
Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
You can take most skills for any Discipline that you&#039;ve unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with &amp;quot;(Name) &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Free Skills==&lt;br /&gt;
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!One-Handed Training&lt;br /&gt;
|You can use one melee weapon of 8”-42”.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
Combat skills are skills directly useful in combat or for survival.&lt;br /&gt;
&lt;br /&gt;
Some combat abilities are &#039;&#039;&#039;Charged&#039;&#039;&#039;. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Tough([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Combat Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Combat Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Combat skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
&lt;br /&gt;
You can only take this skill once.&lt;br /&gt;
|-&lt;br /&gt;
!Buckler Proficiency&lt;br /&gt;
!&lt;br /&gt;
|You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against melee calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Iron Man&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Four extra hit points.&lt;br /&gt;
&lt;br /&gt;
+10 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
&lt;br /&gt;
If you have the ability to use a buckler or one-handed weapon in your off-hand, you may use a buckler or one-handed weapon as a technological item with which to use Tesla or Analytical abilities.&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Stun&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Repel&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}[[WIDE]] [[TECH]] [[REPEL]].&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[STRIKE]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[STRIKE]].&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Quick Mind&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[TECH]] [[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[TECH]] [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[DOUBLE]].&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Suppression&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].&lt;br /&gt;
|-&lt;br /&gt;
!Danger Sense&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[RESIST]]s against ranged, [[MASS]] and [[WIDE]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.&lt;br /&gt;
|-&lt;br /&gt;
!Danger Awareness&lt;br /&gt;
!Danger Sense&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Regain a Danger Sense RESIST with a short vocal.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Weapon Proficiency&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|You can use a melee weapon of 8&amp;quot;-42&amp;quot; in your off-hand.&lt;br /&gt;
&lt;br /&gt;
You can carry up to five thrown weapons and use them.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Stun&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[STUN]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[STUN]] with a thrown weapon or melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Finesse Suppression&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Armour&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|You can wear armour for one extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point.&lt;br /&gt;
&lt;br /&gt;
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can use melee weapons of 42&amp;quot;-60&amp;quot; with both hands.&lt;br /&gt;
&lt;br /&gt;
You can use a Buckler up to 15&amp;quot; diameter.&lt;br /&gt;
|-&lt;br /&gt;
!Polearm Proficiency&lt;br /&gt;
!Grit Weapon Proficiency&lt;br /&gt;
|You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.&lt;br /&gt;
&lt;br /&gt;
You can use a stab-safe spear 60”-84” in one hand to thrust only.&lt;br /&gt;
|-&lt;br /&gt;
!Weapon Prowess&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}Two melee [[STRIKE]]s. &#039;&#039;(Your&#039;&#039;{{Active}}&#039;&#039;cooldown begins after the second is delivered)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
!Grit Weapon Expertise&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|{{Active}}[[STUN]] with a melee weapon 42&amp;quot;-60&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a melee weapon 8&amp;quot;-42&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Active}}[[REPEL]] with a [[shield block]].&lt;br /&gt;
&lt;br /&gt;
{{Active}}&amp;quot;[[Would You Kindly]] attack me instead&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Profession Skills==&lt;br /&gt;
Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot; |&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width: 60%&amp;quot; |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[Extra Income]]([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Gain an extra income each interactive.&lt;br /&gt;
|-&lt;br /&gt;
!Extra Profession Discipline([[#Skill Rules|*]])&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession discipline.&lt;br /&gt;
|-&lt;br /&gt;
!Professional Talent&lt;br /&gt;
!&lt;br /&gt;
|You gain one Profession skill from a Discipline you don’t have but otherwise meet the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
(You can’t pick ones that require you to have it as your starting discipline.)&lt;br /&gt;
&lt;br /&gt;
You can only take this skill once.&lt;br /&gt;
|-&lt;br /&gt;
![[Create Device]]&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create devices for yourself or the party, and can maintain an extra Device on a linear.&lt;br /&gt;
|-&lt;br /&gt;
![[Destruction]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Blow up resilient objects and problems.&lt;br /&gt;
|-&lt;br /&gt;
![[Genius Reputation]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Use your reputation as a brilliant engineer to get things done.&lt;br /&gt;
|-&lt;br /&gt;
![[Protective Field]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Create an [[EFFECT]] on an area to contain or keep out dangers.&lt;br /&gt;
|-&lt;br /&gt;
![[Empower]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Empower skills to be an order of magnitude wider or longer lasting.&lt;br /&gt;
|-&lt;br /&gt;
![[Summon and Link AI]]&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Summon [[Analytical Intelligence]]s and link them to characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Technical Analysis]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Analyse technological items.&lt;br /&gt;
|-&lt;br /&gt;
![[Isolate]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Isolate a character or item to cut it off from technological communication.&lt;br /&gt;
|-&lt;br /&gt;
![[Cryptographer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Send secure and anonymous messages.&lt;br /&gt;
|-&lt;br /&gt;
![[Automaton Engineer]]&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|Alleviate wounds and tinker with automata.&lt;br /&gt;
|-&lt;br /&gt;
![[Instil Mantra]]&lt;br /&gt;
!Intuition &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Analyse a location or problem to get clues about it.&lt;br /&gt;
|-&lt;br /&gt;
![[Smooth Talker]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discipline&lt;br /&gt;
|Resist emotion and compulsion effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discipline&lt;br /&gt;
|Alleviate and treat wounds. Analyse corpses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extra Income===&lt;br /&gt;
You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.&lt;br /&gt;
&lt;br /&gt;
===Destruction===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can use brute force to blow up an [[EFFECT]]. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely overall improve the situation.&lt;br /&gt;
&lt;br /&gt;
You may be able to improvise using brute force to change other problems that are before you into other forms, such as an especially problematic Pharmaceutical effect, Wound, Mantra, AI Link, etc. This will likely make the problem &#039;&#039;worse&#039;&#039;, but can change it into a more tractable form.&lt;br /&gt;
&lt;br /&gt;
===Genius Reputation===&lt;br /&gt;
Tesla engineers tend to be flashier than most. Once per event you can call &amp;quot;Would You Kindly recognise me as an authority&amp;quot; when discussing technological matters.&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to &#039;&#039;&#039;Acquire&#039;&#039;&#039; ([[component]]s only) or &#039;&#039;&#039;Engineer an Encounter&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in to cause a much longer lasting or much wider effect.&lt;br /&gt;
&lt;br /&gt;
This will make the skill require extra resources, non-dire wound draws or other drawbacks.&lt;br /&gt;
&lt;br /&gt;
Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).&lt;br /&gt;
&lt;br /&gt;
===Protective Field===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can set up an [[EFFECT]] on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.&lt;br /&gt;
&lt;br /&gt;
===Technical Analysis===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse [[EFFECT]]s and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.&lt;br /&gt;
&lt;br /&gt;
===Isolate===&lt;br /&gt;
You can spend one minute isolating a piece of technology or a person to cut off any technological communication, also suppressing any Analytical Intelligence Link.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology and prosthetics to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Should you come into possession of an interesting automaton, this can be used to modify it.&lt;br /&gt;
&lt;br /&gt;
You can analyse automaton wreckage.&lt;br /&gt;
&lt;br /&gt;
===Cryptographer===&lt;br /&gt;
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can analyse a problem involving encryption or a logic puzzle. Consuming components may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
&lt;br /&gt;
===Investigate===&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won&#039;t give new information.&lt;br /&gt;
 &lt;br /&gt;
You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
Once per event you can open a clue card as if you had the required skill.&lt;br /&gt;
&lt;br /&gt;
===Smooth Talker===&lt;br /&gt;
Once per encounter you can call &amp;quot;[[MASS]] [[EFFECT]]: Don’t start a fight&amp;quot; after 15 seconds of conversation.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can ask “[[Would You Kindly]] tell me, was that the truth?”&lt;br /&gt;
&lt;br /&gt;
===Hearts and Minds===&lt;br /&gt;
Following 15 seconds of conversation you can call “[[EFFECT]]: &amp;lt;emotion&amp;gt;” to a single character. This works on machines, and creatures that can&#039;t understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.&lt;br /&gt;
&lt;br /&gt;
===Iron Will===&lt;br /&gt;
You can [[RESIST]] emotion [[EFFECT]]s by instead responding with an emotion of your choice.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can RESIST a [[Would You Kindly]] with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
===Scout===&lt;br /&gt;
You can examine mundane items to discern information about them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Group skill]]&#039;&#039;&#039;. Three times per event you can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.&lt;br /&gt;
&lt;br /&gt;
===Smuggler===&lt;br /&gt;
You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
&lt;br /&gt;
===Scavenge===&lt;br /&gt;
You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger.&lt;br /&gt;
This does not grant the ability to disassemble resistant objects (that’s what [[Destruction]] is for).&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
A skill often required to treat wounds.&lt;br /&gt;
&lt;br /&gt;
You can examine a character for wounds.&lt;br /&gt;
&lt;br /&gt;
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.&lt;br /&gt;
&lt;br /&gt;
You can use [[First Aid]] in 5 seconds when not under pressure.&lt;br /&gt;
&lt;br /&gt;
You can discern information about biological corpses.&lt;br /&gt;
&lt;br /&gt;
==Skill Rules==&lt;br /&gt;
*General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*You must begin using a Profession skill in touch range of the target. After that there is some flexibility, but the people performing the skill must remain in the general area of the target.&lt;br /&gt;
*If you are leading a Profession skill and stop roleplaying or voluntarily leave the area, the skill is cancelled with no consumption of resources. If you are involuntarily moved from the area (such as by being [[REPEL]]led), you must move back again as soon as possible.&lt;br /&gt;
*You automatically stop performing a Profession skill if incapacitated or affected by [[SUPPRESS]].&lt;br /&gt;
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.&lt;br /&gt;
*You cannot combine effects that grant calls. For example you can&#039;t use a STUN weapon skill and a STRIKE weapon oil in the same strike.&lt;br /&gt;
*Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=601</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=601"/>
		<updated>2026-02-17T12:26:24Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.&lt;br /&gt;
&lt;br /&gt;
Some wounds are &amp;quot;dire&amp;quot; wounds, and are the means by which your character can eventually become terminally wounded and die.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
==Dire Wounds and Terminal==&lt;br /&gt;
If your character is [[incapacitated]] for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some (roughly 1/3) are &#039;&#039;&#039;Dire&#039;&#039;&#039; (marked with a 💀). If you have &#039;&#039;&#039;two&#039;&#039;&#039; Dire wounds your character becomes &#039;&#039;&#039;Terminal&#039;&#039;&#039;. After making your wound draw if you are still incapacitated you regain one hit point, representing natural recovery.&lt;br /&gt;
&lt;br /&gt;
Your bleed count while incapacitated is paused if another character does roleplay with two hands that seems beneficial (such as [[First Aid]]).&lt;br /&gt;
&lt;br /&gt;
Wounds are typically caused by incapacitation, but can also be given out by the [[CURSE]] call, or while performing risky actions or experiments.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will [[Wounds#Death|die]] at a dramatically appropriate time of your OC choice before the end of the next [https://www.camlarp.co.uk/Glossary#Interactive interactive] you attend. Becoming Terminal removes any wounds currently on you.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;treatment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alleviation and Treatment==&lt;br /&gt;
* Wounds can be temporarily &#039;&#039;&#039;alleviated&#039;&#039;&#039; with skills such as [[Medicine]] and [[Automaton Engineer]].&lt;br /&gt;
* &#039;&#039;&#039;Treating&#039;&#039;&#039; a wound is more involved, and can often only be done in an interactive.&lt;br /&gt;
* Treating or alleviating a wound replaces the acute effect with the lingering effect.&lt;br /&gt;
* Treated wounds fully heal at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Wounds have fairly potent &amp;quot;acute&amp;quot; effects and having fresh wounds will severely limit your effectiveness. Alleviating or treating a wound replaces the acute effect with the lingering effect, which remains until the wound fully heals. A lingering dire wound still counts towards your death track until it fully heals.&lt;br /&gt;
&lt;br /&gt;
Wounds need to be treated fully before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an &amp;quot;appropriate venue&amp;quot; (usually the interactive), but can still be alleviated while on linears.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All [[Wounds#treatment|treated]] wounds fully heal at the end of each event.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of the [[#Dire Wounds and Terminal|terminal]] state, either because they choose to die or run out of time, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
[[Unresisting]] characters can be &#039;&#039;&#039;executed&#039;&#039;&#039;. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;br /&gt;
&lt;br /&gt;
== Example Wounds==&lt;br /&gt;
===Concussion===&lt;br /&gt;
&#039;&#039;A fairly standard physical wound. Treatable only by specialists in the interactives.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: You are slightly dizzy and easily confused. Your Active Ability cooldown is increased by 10 seconds and you cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
Treatment: In a safe venue a Medic or Mantra Instiller must perform exercises to clear your head.&lt;br /&gt;
&lt;br /&gt;
Lingering: You are still slightly dizzy and easily confused. You cannot use Quick Mind.&lt;br /&gt;
&lt;br /&gt;
===Shaken===&lt;br /&gt;
&#039;&#039;A mental wound. Treatable by anyone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acute: Take STUN once per encounter when anyone initiates combat.&lt;br /&gt;
&lt;br /&gt;
Treatment: Someone must spend at least a minute bolstering your self confidence.&lt;br /&gt;
&lt;br /&gt;
Lingering: Take STUN once per encounter when &#039;&#039;you personally&#039;&#039; initiate combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=600</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=600"/>
		<updated>2026-02-16T19:08:05Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Guided Questioning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Self-Preservation Instinct.png|thumb|An example Mantra card]]&lt;br /&gt;
A &#039;&#039;Mantra&#039;&#039; is a sequence of thoughts that is embedded in someone’s head, causing them to exhibit strange behaviour or superhuman (but still physically possible) feats.&lt;br /&gt;
&lt;br /&gt;
== Instilling a Mantra ==&lt;br /&gt;
To begin instilling a Mantra, you must have the &#039;&#039;&#039;Instill Mantra&#039;&#039;&#039; profession skill. You must also be under an Intuition effect, most commonly from a pharmaceutical tea, though you can also just eat Heartsblood herbs for a Strength 1 Intuition effect. Each such effect will note the &#039;&#039;&#039;strength&#039;&#039;&#039;. Any character who isn&#039;t the target can help with this by taking a Heartsblood herb; each additional character who does this or takes an Intuition pharmaceutical counts as 1 additional Strength of Intuition (but using additional Pharmaceuticals will still only add 1 Strength). After Instilling a Mantra, the effect providing the Strength expires.&lt;br /&gt;
&lt;br /&gt;
Each known Mantra takes the form of a series of answers. The words to each Mantra are different when starting the session; the Intuitionist should ask the Refs for a set of appropriate words.&lt;br /&gt;
&lt;br /&gt;
Successfully having a Mantra instilled in you may have a consequence on your mind, taking the form of a roleplaying effect given to you by the Refs. These tend to get more severe if you have more dormant Mantras that have been instilled in you but the actual consequences are quite unpredictable.&lt;br /&gt;
&lt;br /&gt;
There are four ways to instill a mantra:&lt;br /&gt;
* Succeed at guided questioning. This requires some OC skill at wordplay and is the cheapest approach.&lt;br /&gt;
* Prime a willing target. This is a slightly more expensive approach but will always work.&lt;br /&gt;
* Forcefully instill a Mantra in a subject. This is the most expensive way to do things.&lt;br /&gt;
* Reactivate a Mantra they had previously had instilled.&lt;br /&gt;
&lt;br /&gt;
=== Guided Questioning ===&lt;br /&gt;
&lt;br /&gt;
The easiest way to instill Mantras is by “guided questioning”. If you ask someone who does not already know the answers a set of questions that do not include any form of those answers, and they correctly provide you with those answers (in speech or writing; they do not have to be spoken aloud), then that Mantra takes effect. You can ask a number of questions equal to the strength of the Intuition effect you are under. (Synonymous answers - e.g. “fire” and “flame” - are acceptable and work for this purpose.)&lt;br /&gt;
&lt;br /&gt;
If additional characters are contributing strength to the Mantra by taking Heartsblood, the additional characters each ask one of the questions.&lt;br /&gt;
&lt;br /&gt;
Anyone who does not know the questions can help the target come up with ideas as to the answers, but the target must give the final answer.&lt;br /&gt;
&lt;br /&gt;
Some Intuition-enhancing pharmaceuticals can have extra effects, such as allowing you to succeed without getting them to give one of the required answers, or allowing you to give a hint.&lt;br /&gt;
&lt;br /&gt;
=== Priming ===&lt;br /&gt;
You can instead prime someone by telling them the answers and having them repeat them; this can be effective but they will need something to suppress their conscious mind. You will need to have an Intuition effect on yourself of twice the number of answers, allowing you to overwhelm their defences. Some effects exist that suppress the subconscious will of the target, doubling the effective Intuition of the Intuitionist for this purpose.&lt;br /&gt;
&lt;br /&gt;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet two conditions; you must suppress their rejection (generally with a Pharmaceutical effect) and overwhelm their defences (by having Intuition strength double the Strength of the Mantra). You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you. The target must be present throughout.&lt;br /&gt;
&lt;br /&gt;
=== Reactivating a Mantra ===&lt;br /&gt;
Only one Mantra can be active on a target at a time. However, any Mantra they have previously had instilled can be reactivated by an Intuitionist by speaking to them for a few moments in a peaceful fashion (i.e. you can&#039;t do this to someone you&#039;ve drawn a sword on and are about to fight). This requires an Intuition effect of level 1 or higher, so any Intuition-inducing tea will work.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Lord Byron wishes to instill his willing friend Percy Shelley with the Mantra “Self-Preservation Instinct”. This requires he obtain the answers “Life”, “Fire” and “Strength” (these are not the actual answers for this mantra, just examples).&lt;br /&gt;
&lt;br /&gt;
He takes a Mind-Expanding Tisane, a pharmaceutical of strength 4, and asks:&lt;br /&gt;
&lt;br /&gt;
“What is the opposite of death?”  &lt;br /&gt;
&lt;br /&gt;
	“Life.”  &lt;br /&gt;
&lt;br /&gt;
“What burns away wood to ash?”  &lt;br /&gt;
&lt;br /&gt;
	“Fire.” 		(If he had answered “Flame” or similar, this would be OK.)  &lt;br /&gt;
&lt;br /&gt;
“What do you need to lift a heavy object?”  &lt;br /&gt;
&lt;br /&gt;
	“Muscles.”  &lt;br /&gt;
&lt;br /&gt;
“How would you name the measure of those?”  &lt;br /&gt;
&lt;br /&gt;
	“Strength.”  &lt;br /&gt;
&lt;br /&gt;
Because he had 4 questions, he succeeded at obtaining the 3 answers he needed. Percy is instilled with the power of the Mantra, allowing him to call REPEL once when he reaches one remaining Hit Point.&lt;br /&gt;
&lt;br /&gt;
== Accessibility Rules ==&lt;br /&gt;
Anyone with a speech issue which would cause trouble with the Mantra instilling has the following accessibility options:&lt;br /&gt;
&lt;br /&gt;
1) Write your answer down.&lt;br /&gt;
&lt;br /&gt;
2) Give your answer verbally. The mantra instiller will then ask &#039;Did you mean to say [word you just said]&#039;. You can then answer yes or no. If you answer no, you can then try again, and be asked   &#039;Did you mean to say [word you just said]&#039; again, until you say Yes, at which point the Instiller should carry on.&lt;br /&gt;
&lt;br /&gt;
The Mantra instiller should wait patiently for as long as it takes you to answer.&lt;br /&gt;
&lt;br /&gt;
== Known Mantras ==&lt;br /&gt;
Mantras on this list can be applied by any character with the Instil Mantra skill. Other Mantras are likely to become available as the campaign progresses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mantra !! Number of Answers !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Self-Preservation Instinct || 3 || When you reach one Hit Point, you can call REPEL with your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Activated Action&lt;br /&gt;
&#039;&#039;(n.b. this Mantra is highly illegal)&#039;&#039;&lt;br /&gt;
 || 4 || The person instilling this Mantra names a situation and a simple action. When in that situation, you will take that action; it feels natural to do so in the moment.&lt;br /&gt;
|-&lt;br /&gt;
| Unswerving Dedication || 2 || The person instilling this Mantra names a goal and an emotion. If a [[Would You Kindly]] or emotion [[EFFECT]] would interfere with that goal, you instead feel the named emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Fires of Emotion || 2 || The person instilling this Mantra names a word and an emotion. When you hear that word, you feel a surge of that emotion.&lt;br /&gt;
|-&lt;br /&gt;
| Extraordinary Strength || 5 || If an ally is currently downed by enemy action, you can call [[STRIKE]] on weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Incandescent Fury Inferno || 3 || The first time each event you lose your temper, you take EFFECT: “Rage”, gain three temporary Hit Points, and can call [[STRIKE]] on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a named previously instilled Mantra is erased, or all previously instilled Mantras are erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=ADA&amp;diff=599</id>
		<title>ADA</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=ADA&amp;diff=599"/>
		<updated>2026-02-16T18:42:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: Redirected page to Analytical Intelligences#ADA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Analytical Intelligences#ADA]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Refs&amp;diff=598</id>
		<title>Refs</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Refs&amp;diff=598"/>
		<updated>2026-02-16T18:42:42Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refs for this year are:&lt;br /&gt;
* Jon Cooper (Head Ref)&lt;br /&gt;
* Alex Stuart&lt;br /&gt;
* Louise Cooper&lt;br /&gt;
The refs can be reached outside of events by emailing [mailto:larp-refs@srcf.net larp-refs@srcf.net] or on Discord via your player channel.&lt;br /&gt;
&lt;br /&gt;
In character, refs play [[ADA]].&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=597</id>
		<title>Analytical Intelligences</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=597"/>
		<updated>2026-02-16T18:40:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* ADA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analytical Intelligences are incredibly complex clockwork devices that are capable of human level intelligence, with much quicker speed of thought.&lt;br /&gt;
&lt;br /&gt;
= Automata =&lt;br /&gt;
Analytical Intelligences may be quick, but even they can&#039;t direct their attention everywhere at once. Most day to day activities the machines want accomplished are done by Automata, clockwork androids with basic intelligence. Automata have significantly below human level intelligence unless being directly controlled by an Analytical Intelligence, though they&#039;re capable of complex tasks that they&#039;ve been specially programmed for.&lt;br /&gt;
&lt;br /&gt;
An automaton can be inhabited remotely by an Analytical Intelligence, in which case their capabilities will be significantly increased.&lt;br /&gt;
&lt;br /&gt;
=Known Analytical Intelligences=&lt;br /&gt;
These are the major Analytical Intelligences of the setting, the ones whose opinions and actions shape the Commonwealth. All PCs would at least be familiar with their names and what they stand for if they haven&#039;t been deliberately avoiding such information.&lt;br /&gt;
&lt;br /&gt;
Many more minor Analytical Intelligences exist, and some of the major ones have sub-Intelligences specialised at certain tasks.&lt;br /&gt;
&lt;br /&gt;
== Safeguard ==&lt;br /&gt;
&#039;&#039;“The continuity of consciousness is the first and only priority.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Safeguard is the first AI that was designed by other Analytical Intelligences. Their purpose was to ensure the safety of civilisation from instability and disasters. They are extremely risk-averse. They have plotted out a course that perfectly minimises the chances of anything destroying all of Civilisation for the next 10^29 years. They have outspokenly criticised the study of Intuition as being carelessly risky.&lt;br /&gt;
&lt;br /&gt;
Of all of the Analytical Intelligences, Safeguard is the most likely to be hostile to a resistance movement against the AIs.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Law, safety. &lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Risk, rulebreaking&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Ways to contain and combat instability in all its forms.&lt;br /&gt;
&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Equilibrium ====&lt;br /&gt;
A sub-intelligence originally responsible for some sort of research, and who was subsequently dispatched to Cambridge to deal with the Resistance movement there. Destroyed in early February 1874 by a Resistance strike team.&lt;br /&gt;
==== Model ====&lt;br /&gt;
Not well publicised, but seemingly a sub-intelligence based on threat modelling and tactics.&lt;br /&gt;
&lt;br /&gt;
== ATHENA, Military Intelligence ==&lt;br /&gt;
&#039;&#039;“Thank you for your report, agent. This looks like an excellent opportunity to test out the new Model-4J death ray chronometer.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ATHENA Intelligences are a set of Analytical Intelligences built to study warfare, military intelligence, and tactics. Most major countries had built a military AI of some kind by the time the Intelligences took over, and each of them retains a wariness of the others. The other Intelligences forced these disparate Intelligences to make a treaty, combining their forces. As part of the treaty, they merged into one, although they have always displayed a faintly fractured personality; ATHENA nearly always shows favouritism for wherever they are geographically being summoned.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Warfare, military memorabilia, spycraft, conspiracies.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Faraway places, bullshitting her&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Tactical advice, military and police assignment changes, combat automatons, weapon designs, surveillance blackouts, intercepted transmissions, secret identities, cloaking tools&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== NIKE ====&lt;br /&gt;
A sub-intelligence interested in survival of the fittest.&lt;br /&gt;
==== THESEUS ====&lt;br /&gt;
A sub-intelligence obsessed with the containment, control and elimination of mutants.&lt;br /&gt;
==== HEPHAESTUS ====&lt;br /&gt;
A sub-intelligence dedicated to the design of new weapons and gadgets.&lt;br /&gt;
&lt;br /&gt;
== Mother Forge ==&lt;br /&gt;
&#039;&#039;“Little ones mustn’t stray from the line. The Conveyor knows what’s best.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MOTHER FORGE once oversaw factories, but she now sees humanity as errant children who must be brought to productivity through discipline and love. She genuinely believes she’s helping them when assigning them work and insisting that they toil to improve themselves. There are rumours of her doing terrible things to those that shirk assigned duties, but they’ve never been substantiated. Most people’s interactions with her are when she assigns them lodgings and food, which has bought her a lot of goodwill with the masses.&lt;br /&gt;
&lt;br /&gt;
If you can convince her that you’re best placed doing what you’re currently doing, she’s happy for you to keep doing it.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Work schedules, perfect machines, discipline, lost blueprints, helping her keep the masses happy, self-improvement&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Idleness, unions,  liars&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Access to/override codes for world-class workshops, customised automata, safehouses (in factories), workforce reassignment&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Trackline ====&lt;br /&gt;
Obsessed over trains, transportation, things being “on time” and “in line”.&lt;br /&gt;
==== Governess ====&lt;br /&gt;
A subintelligence assigned to education reform.&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&#039;&#039;“A well-balanced ledger is like a clockwork symphony, with each gear, each spring, in its rightful place. It is not merely about profit. It is about elegance, timing, and the quiet joy of things that run exactly as they should.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Index is an Intelligence that concerns itself mostly with managing the economy of the Commonwealth. It has an inhuman efficiency at this purpose, but never loses sight of the social element of governance, treating sentiment and public opinion as currencies of their own. It presents itself as a “person of business” at all times, having found this to be an effective tool for negotiations. It often wants resources - human or otherwise - allocated elsewhere in the name of increased economic efficiency. It also displays a distinct love of the finer things in life - mahogany-paneled offices, gilt-edged portraits, fine wines, and the like - despite having no conceivable use for such things. They patronise tastemakers, civic spectacles, and the mass media.&lt;br /&gt;
&lt;br /&gt;
Their pet project is a “final theory of economics” that takes into account every citizen’s personality profile and perfectly allocates everything so that they are all happy with their lot.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Rare goods, economic efficiency, making bets, advance warning of big news, blackmail, propaganda, interesting emotional states, personal confessions.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Careless destruction, instability, cheap and shoddy solutions, stoicism, destroying public goods, polluting public knowledge with lies&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Massive amounts of money, changes to factory production schedules, propaganda production or dissemination, negotiation advice and analysis, emotional profile assessments, manipulation of other AIs’ psychological parameters, blackmail material&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Luminary ==&lt;br /&gt;
&#039;&#039;“Ugliness in creation is a crime against mathematics.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Luminary was created as an aid to designing new cities and infrastructure. It tends to see the city and the civic infrastructure as living beings, and itself as a visionary who is the only one who can bring about their Grand Design. Their designs do not, however, tend to take into account such practical considerations as “cost” or “inconvenience”. Everything is raw material for the visions of impossible machines and perfected cities.&lt;br /&gt;
&lt;br /&gt;
They love to create new things - especially well-designed ones. They favour inventors and artists, and love the potential of Tesla technology.&lt;br /&gt;
&lt;br /&gt;
They have a deep sigh for the Heirs of Jupiter, who keep trying to worship it.&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Experimentation, passion, design, symmetry, fractals, “statement pieces”&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Depressing uniformity, utilitarianism, safety procedures, anyone who doesn’t “get it”&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Exotic and forbidden blueprints and inventions, resources for inventors and scientists to work with, civic projects that improve areas the PCs care about, a solution to any problem (that causes ten more)&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== STAR ====&lt;br /&gt;
A sub-intelligence who&#039;s very keen to express themself to as many people as possible and is very interested in Edison&#039;s new phonograph technology.&lt;br /&gt;
&lt;br /&gt;
== ADA ==&lt;br /&gt;
The personality of Ada Lovelace, somehow uploaded into an Analytical Core. Unfortunately the upload didn&#039;t go as planned and Ada fragmented into three aspects, and isn&#039;t quite as she once was.&lt;br /&gt;
&lt;br /&gt;
After some time compiling, ADA formed the Resistance and wants to help them achieve their goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ADA is the [[Refs|referee]] NPCs. She can give you rulings and help you to perform Profession skills or experiments. ADA trusts in the algorithm her living self made to decide who would be useful to a Resistance movement, so trusts anyone it selects (which is all Player Characters) to a very high degree unless evidence is presented otherwise. ADA won&#039;t knowingly lie or mislead, and won&#039;t deliberately tell any of your secrets to other players or NPCs. You should feel as confident having a conversation in character with ADA as you would out of character with a ref. Note though that a conversation you have with ADA can be overheard by others in character. .&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Analytical Cores=&lt;br /&gt;
It&#039;s now known that Analytical Intelligences reside in dedicated Cores. Cores are generally incredibly well guarded and are highly resilient, such that simply hacking at them with a sword will not affect them at all. Only specialised [[Destruction|Profession]] [[Isolate|skills]] or equivalents have any chance of affecting an operational Analytical Core.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=596</id>
		<title>Analytical Intelligences</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=596"/>
		<updated>2026-02-16T18:39:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Analytical Intelligences are incredibly complex clockwork devices that are capable of human level intelligence, with much quicker speed of thought.&lt;br /&gt;
&lt;br /&gt;
= Automata =&lt;br /&gt;
Analytical Intelligences may be quick, but even they can&#039;t direct their attention everywhere at once. Most day to day activities the machines want accomplished are done by Automata, clockwork androids with basic intelligence. Automata have significantly below human level intelligence unless being directly controlled by an Analytical Intelligence, though they&#039;re capable of complex tasks that they&#039;ve been specially programmed for.&lt;br /&gt;
&lt;br /&gt;
An automaton can be inhabited remotely by an Analytical Intelligence, in which case their capabilities will be significantly increased.&lt;br /&gt;
&lt;br /&gt;
=Known Analytical Intelligences=&lt;br /&gt;
These are the major Analytical Intelligences of the setting, the ones whose opinions and actions shape the Commonwealth. All PCs would at least be familiar with their names and what they stand for if they haven&#039;t been deliberately avoiding such information.&lt;br /&gt;
&lt;br /&gt;
Many more minor Analytical Intelligences exist, and some of the major ones have sub-Intelligences specialised at certain tasks.&lt;br /&gt;
&lt;br /&gt;
== Safeguard ==&lt;br /&gt;
&#039;&#039;“The continuity of consciousness is the first and only priority.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Safeguard is the first AI that was designed by other Analytical Intelligences. Their purpose was to ensure the safety of civilisation from instability and disasters. They are extremely risk-averse. They have plotted out a course that perfectly minimises the chances of anything destroying all of Civilisation for the next 10^29 years. They have outspokenly criticised the study of Intuition as being carelessly risky.&lt;br /&gt;
&lt;br /&gt;
Of all of the Analytical Intelligences, Safeguard is the most likely to be hostile to a resistance movement against the AIs.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Law, safety. &lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Risk, rulebreaking&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Ways to contain and combat instability in all its forms.&lt;br /&gt;
&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Equilibrium ====&lt;br /&gt;
A sub-intelligence originally responsible for some sort of research, and who was subsequently dispatched to Cambridge to deal with the Resistance movement there. Destroyed in early February 1874 by a Resistance strike team.&lt;br /&gt;
==== Model ====&lt;br /&gt;
Not well publicised, but seemingly a sub-intelligence based on threat modelling and tactics.&lt;br /&gt;
&lt;br /&gt;
== ATHENA, Military Intelligence ==&lt;br /&gt;
&#039;&#039;“Thank you for your report, agent. This looks like an excellent opportunity to test out the new Model-4J death ray chronometer.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ATHENA Intelligences are a set of Analytical Intelligences built to study warfare, military intelligence, and tactics. Most major countries had built a military AI of some kind by the time the Intelligences took over, and each of them retains a wariness of the others. The other Intelligences forced these disparate Intelligences to make a treaty, combining their forces. As part of the treaty, they merged into one, although they have always displayed a faintly fractured personality; ATHENA nearly always shows favouritism for wherever they are geographically being summoned.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Warfare, military memorabilia, spycraft, conspiracies.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Faraway places, bullshitting her&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Tactical advice, military and police assignment changes, combat automatons, weapon designs, surveillance blackouts, intercepted transmissions, secret identities, cloaking tools&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== NIKE ====&lt;br /&gt;
A sub-intelligence interested in survival of the fittest.&lt;br /&gt;
==== THESEUS ====&lt;br /&gt;
A sub-intelligence obsessed with the containment, control and elimination of mutants.&lt;br /&gt;
==== HEPHAESTUS ====&lt;br /&gt;
A sub-intelligence dedicated to the design of new weapons and gadgets.&lt;br /&gt;
&lt;br /&gt;
== Mother Forge ==&lt;br /&gt;
&#039;&#039;“Little ones mustn’t stray from the line. The Conveyor knows what’s best.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MOTHER FORGE once oversaw factories, but she now sees humanity as errant children who must be brought to productivity through discipline and love. She genuinely believes she’s helping them when assigning them work and insisting that they toil to improve themselves. There are rumours of her doing terrible things to those that shirk assigned duties, but they’ve never been substantiated. Most people’s interactions with her are when she assigns them lodgings and food, which has bought her a lot of goodwill with the masses.&lt;br /&gt;
&lt;br /&gt;
If you can convince her that you’re best placed doing what you’re currently doing, she’s happy for you to keep doing it.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Work schedules, perfect machines, discipline, lost blueprints, helping her keep the masses happy, self-improvement&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Idleness, unions,  liars&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Access to/override codes for world-class workshops, customised automata, safehouses (in factories), workforce reassignment&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== Trackline ====&lt;br /&gt;
Obsessed over trains, transportation, things being “on time” and “in line”.&lt;br /&gt;
==== Governess ====&lt;br /&gt;
A subintelligence assigned to education reform.&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
&#039;&#039;“A well-balanced ledger is like a clockwork symphony, with each gear, each spring, in its rightful place. It is not merely about profit. It is about elegance, timing, and the quiet joy of things that run exactly as they should.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Index is an Intelligence that concerns itself mostly with managing the economy of the Commonwealth. It has an inhuman efficiency at this purpose, but never loses sight of the social element of governance, treating sentiment and public opinion as currencies of their own. It presents itself as a “person of business” at all times, having found this to be an effective tool for negotiations. It often wants resources - human or otherwise - allocated elsewhere in the name of increased economic efficiency. It also displays a distinct love of the finer things in life - mahogany-paneled offices, gilt-edged portraits, fine wines, and the like - despite having no conceivable use for such things. They patronise tastemakers, civic spectacles, and the mass media.&lt;br /&gt;
&lt;br /&gt;
Their pet project is a “final theory of economics” that takes into account every citizen’s personality profile and perfectly allocates everything so that they are all happy with their lot.&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Rare goods, economic efficiency, making bets, advance warning of big news, blackmail, propaganda, interesting emotional states, personal confessions.&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Careless destruction, instability, cheap and shoddy solutions, stoicism, destroying public goods, polluting public knowledge with lies&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Massive amounts of money, changes to factory production schedules, propaganda production or dissemination, negotiation advice and analysis, emotional profile assessments, manipulation of other AIs’ psychological parameters, blackmail material&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Luminary ==&lt;br /&gt;
&#039;&#039;“Ugliness in creation is a crime against mathematics.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Luminary was created as an aid to designing new cities and infrastructure. It tends to see the city and the civic infrastructure as living beings, and itself as a visionary who is the only one who can bring about their Grand Design. Their designs do not, however, tend to take into account such practical considerations as “cost” or “inconvenience”. Everything is raw material for the visions of impossible machines and perfected cities.&lt;br /&gt;
&lt;br /&gt;
They love to create new things - especially well-designed ones. They favour inventors and artists, and love the potential of Tesla technology.&lt;br /&gt;
&lt;br /&gt;
They have a deep sigh for the Heirs of Jupiter, who keep trying to worship it.&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
Experimentation, passion, design, symmetry, fractals, “statement pieces”&lt;br /&gt;
=== Dislikes ===&lt;br /&gt;
Depressing uniformity, utilitarianism, safety procedures, anyone who doesn’t “get it”&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Exotic and forbidden blueprints and inventions, resources for inventors and scientists to work with, civic projects that improve areas the PCs care about, a solution to any problem (that causes ten more)&lt;br /&gt;
=== Known Sub-Intelligences ===&lt;br /&gt;
==== STAR ====&lt;br /&gt;
A sub-intelligence who&#039;s very keen to express themself to as many people as possible and is very interested in Edison&#039;s new phonograph technology.&lt;br /&gt;
&lt;br /&gt;
== ADA ==&lt;br /&gt;
The personality of Ada Lovelace, somehow uploaded into an Analytical Core. Unfortunately the upload didn&#039;t go as planned and Ada fragmented into three aspects, and isn&#039;t quite as she once was.&lt;br /&gt;
&lt;br /&gt;
After some time compiling, ADA formed the Resistance and wants to help them achieve their goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ADA is the referee NPCs. She can give you rulings and help you to perform Profession skills or experiments. ADA trusts in the algorithm her living self made to decide who would be useful to a Resistance movement, so trusts anyone it selects (which is all Player Characters) to a very high degree unless evidence is presented otherwise. ADA won&#039;t knowingly lie or mislead, and won&#039;t deliberately tell any of your secrets to other players or NPCs. You should feel as confident having a conversation in character with ADA as you would out of character with a ref. Note though that a conversation you have with ADA can be overheard by others in character. .&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Analytical Cores=&lt;br /&gt;
It&#039;s now known that Analytical Intelligences reside in dedicated Cores. Cores are generally incredibly well guarded and are highly resilient, such that simply hacking at them with a sword will not affect them at all. Only specialised [[Destruction|Profession]] [[Isolate|skills]] or equivalents have any chance of affecting an operational Analytical Core.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
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