<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://lovelace.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fortycakes</id>
	<title>Lovelace - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://lovelace.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fortycakes"/>
	<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/Special:Contributions/Fortycakes"/>
	<updated>2026-04-18T15:47:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=635</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=635"/>
		<updated>2026-03-07T20:43:14Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Luminary */&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;
=== 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;
==== 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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=634</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=634"/>
		<updated>2026-03-07T20:42:32Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Index */&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;
=== 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;
==== 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;
&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=633</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=633"/>
		<updated>2026-03-07T20:40:57Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Known Sub-Intelligences */&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;
=== 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;
==== 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;
&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=632</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=632"/>
		<updated>2026-03-07T20:40:15Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Known Sub-Intelligences */&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;
=== 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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Analytical_Intelligences&amp;diff=630</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=630"/>
		<updated>2026-03-05T15:25:45Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* STAR */&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=560</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=560"/>
		<updated>2026-01-08T19:09:59Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=558</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=558"/>
		<updated>2025-12-04T11:35:15Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 7 */&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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=557</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=557"/>
		<updated>2025-12-04T11:34:24Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 7 */&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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=556</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=556"/>
		<updated>2025-12-04T11:34:15Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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;
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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=553</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=553"/>
		<updated>2025-11-27T19:04:50Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 6 */&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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=552</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=552"/>
		<updated>2025-11-27T19:04:00Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 6 */&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!&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=551</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=551"/>
		<updated>2025-11-27T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 again. 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!&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=534</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=534"/>
		<updated>2025-11-20T18:59:42Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 5 */&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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=514</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=514"/>
		<updated>2025-11-13T19:24:47Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 truthfully answer 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 BASH on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=512</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=512"/>
		<updated>2025-11-13T19:20:45Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Unwilling targets */&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 character who does this counts as 1 additional Strength of Intuition. 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 truthfully answer 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 BASH 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 BASH on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=511</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=511"/>
		<updated>2025-11-13T19:19:46Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Unwilling targets */&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 character who does this counts as 1 additional Strength of Intuition. 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 truthfully answer 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.&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 BASH 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 BASH on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=510</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=510"/>
		<updated>2025-11-13T18:55:33Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Week 4 */&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 after she was killed. 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;
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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=498</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=498"/>
		<updated>2025-11-06T17:53:26Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 after she was killed. 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 him 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; and the Coppers are now taking more notice of some kind of funny business going on.&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;
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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=488</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=488"/>
		<updated>2025-10-30T19:07:58Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 after she was killed. 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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=487</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=487"/>
		<updated>2025-10-30T19:01:08Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 after she was killed. 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;
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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=446</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=446"/>
		<updated>2025-10-20T13:40:24Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 after she was killed. 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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=426</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=426"/>
		<updated>2025-10-14T09:54:38Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Instilling a Mantra */&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 character who does this counts as 1 additional Strength of Intuition. 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 truthfully answer 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;
=== 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;
Some Intuition-enhancing pharmaceuticals will have other 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;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet both of the above conditions; you must suppress their rejection and overwhelm their defences. You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you.&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;
== 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 BASH 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 BASH on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=407</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=407"/>
		<updated>2025-10-09T17:50:16Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 character who does this counts as 1 additional Strength of Intuition.&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 truthfully answer 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;
=== 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;
Some Intuition-enhancing pharmaceuticals will have other 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;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet both of the above conditions; you must suppress their rejection and overwhelm their defences. You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you.&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;
== 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 BASH 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 BASH on your next weapon attack.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=368</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=368"/>
		<updated>2025-10-02T18:59:29Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 character who does this counts as 1 additional Strength of Intuition.&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 truthfully answer 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;
=== 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;
Some Intuition-enhancing pharmaceuticals will have other 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;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet both of the above conditions; you must suppress their rejection and overwhelm their defences. You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you.&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;
== 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 BASH 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 (something good in melee)&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=345</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=345"/>
		<updated>2025-09-30T10:00:27Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Cryptographer */&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|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 an Active Ability (marked with{{Active}}) every 10 seconds. This cooldown begins when you use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;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 5 seconds 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 a power, and you can only start charging if your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the character 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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Extra Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Power Field&lt;br /&gt;
!Power Field&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&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}}Charged [[MASS]] [[TECH]] [[REPEL]]&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[BASH]]&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[TECH]] [[RESIST]]s.&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;
!Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[BASH]]&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 ranged [[RESIST]]s (except against [[Would You Kindly]] or [[EFFECT]]).&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.&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;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] 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.&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 [[BASH]]es.&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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Extra Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock an extra profession 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;
|Destroy resilient objects.&lt;br /&gt;
|-&lt;br /&gt;
![[Scramble Effect]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.&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; Discpline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discpline&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 Discpline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Resist emotion and mind control effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discpline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discpline&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;
===Scramble Effect===&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 improve the situation in some way.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in. This can cause a longer lasting or wider effect, but require (extra) resources, 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, including to any linked Analytical Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology 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, 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 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;
===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;
===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;. You can theorise about what lies ahead.&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 common requirement for treating wounds in an appropriate venue.&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;
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.&lt;br /&gt;
*You automatically stop performing a skill if incapacitated.&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 BASH 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. Group skills take at least one minute to perform. It is possible to perform a group skill alone if needed.&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=The_World&amp;diff=337</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=337"/>
		<updated>2025-09-25T13:00:02Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 everything 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. 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]], a 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. 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. 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.&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 a few years, 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;
==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. 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;
==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 cretures 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 dissapearing.&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Weekly_News&amp;diff=321</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=321"/>
		<updated>2025-09-24T19:15:36Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=File:Newspaper_Interactive_1.pdf&amp;diff=320</id>
		<title>File:Newspaper Interactive 1.pdf</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=File:Newspaper_Interactive_1.pdf&amp;diff=320"/>
		<updated>2025-09-24T19:15:26Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In character newspaper&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Human_Groups&amp;diff=317</id>
		<title>Human Groups</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Human_Groups&amp;diff=317"/>
		<updated>2025-09-24T19:02:29Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the world of Lovelace, Tesla and Killer Robots there are many groups that might be relevant to the Resistance and their goals.&lt;br /&gt;
&lt;br /&gt;
== Ministry of Leadership ==&lt;br /&gt;
&#039;&#039;“It takes someone of proper stock to lead humanity for our benevolent machine overlords.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ministry encompasses many of those that were rich or influential in the old order. They work closely with the AIs to communicate changes to laws and similar. They deploy various propaganda to raise people’s opinions of the AIs, having significant control over newspapers and the wireless. Various departments of the Ministry are responsible for things like finding brewing rebellions or suppressing forbidden technology. There are many surrounding “high society” groups with various influence over the Ministers; players can have their characters start as a member of some such groups if they wish.&lt;br /&gt;
=== Aesthetic ===&lt;br /&gt;
Suits and ballgowns. Ostentatious clockwork and brass. Upper-class Victorian.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
Lord/Lady Perseverance Ashcombe, Sub-Minister for Alternative Leadership, one of the Prime Minister’s confidants.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Access to mass media channels, official sanction for forbidden items, government IDs&lt;br /&gt;
&lt;br /&gt;
== Survivors’ Alliance ==&lt;br /&gt;
&#039;&#039;The end of the world is coming and it can’t be stopped. But maybe you can live through it…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A group of doomsaying survivalists. They forgo technology because it attracts the attention of AIs. They believe that going back to “the old ways” will solve many of the problems of the current day; by reading the messages written in stone and the flight of birds and the rings of trees you can find what the AIs are trying to erase about the world. They’re not interested in changing the world; they believe the current regime will collapse and their best bet is to survive it.&lt;br /&gt;
=== Aesthetic ===&lt;br /&gt;
Homespun fabrics, greens and browns and muddy yellows. Hides and leather. Lower class kit, mixed with some armour.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
“Competence” Brown, a farmer and survivalist.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Ways around the AIs don’t know about, pharmaceutical experimentation and knowledge, forbidden history, extinct skills&lt;br /&gt;
== The Society of Human Progress ==&lt;br /&gt;
&#039;&#039;Humans are innately skilled and valuable. Don&#039;t you want to cultivate that? We can teach you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Society are a group of intuitionists and people who want to understand the human mind. Intellectual and uplifting, they have a close community and study/experiment with further ways to enhance humanity. &lt;br /&gt;
They reach out to help people, and they tend to pose themselves as elegant, confident and refined.&lt;br /&gt;
They are known for welcoming anybody and helping them find their potential - especially those who don’t have anywhere else to turn, or people whose skills aren’t suited to legal society.&lt;br /&gt;
=== Aesthetic ===&lt;br /&gt;
Very clean and scientific. Glasses or goggles, lab coat (clean only!), smart-casual looks. Occasional dabs of mysticism - a tarot deck or embroidered runes, for example.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
Doctor Serafine Vale. Founder of the Society and patron of intellect and human potential. Charming, urbane, always encouraging of humanity’s potential. &lt;br /&gt;
&lt;br /&gt;
Professor Grace Alysson. Invented some key Intuition-enhancing drugs and one of the senior Members of the Society.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Connections, rites and procedures for enhancement of human capability, strong Intuition drugs&lt;br /&gt;
&lt;br /&gt;
== The Union ==&lt;br /&gt;
(full name: Union of Gearwrights and Allied Trades)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Solidarity with the common worker is all we need to fix things.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A group of working class folk who much prefer the engine rule to the &amp;quot;human bustards&amp;quot; who used to run things. Even the current problems aren&#039;t as bad as the days of cruel human landlords and workhouse masters. They&#039;d prefer to fix the AIs and go back to benevolent rule, but would rather the current dictatorship to the old system of misery and exploitation.&lt;br /&gt;
&lt;br /&gt;
However, MOTHER FORGE doesn’t like them. Their continual demands for better conditions and less work are getting in the way of efficiency.&lt;br /&gt;
=== Aesthetics ===&lt;br /&gt;
Down-to-earth factory workers, oil stains, wrenches, solid metal, slide rules.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
“Ironhand” Cutter. Foreman of the Commonwealth Steelworks #1, one of the most respected organisers in the Union.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
People on the ground (basically everywhere), sabotage, social pressure&lt;br /&gt;
&lt;br /&gt;
== Heirs of Jupiter ==&lt;br /&gt;
&#039;&#039;“It’s all in the electrical signals, for those with the enlightningment to read it.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of humans in the orbit of the industrial AIs, they believe that there is something spiritual and profound to be found in the fluctuations of electricity, where great storms of charge build up. Much to Nikola Tesla’s chagrin, they view him as a prophet-figure. They gather in power station-cathedrals, chanting rituals that are apparently derived from the signals they’ve picked up. They want more resources for mysterious projects that probably involve ever-larger electrical experiments.&lt;br /&gt;
&lt;br /&gt;
Luminary regards them as eccentrics or pests but ones that have admirable passion and add interesting colour; Mother Forge sees them as inefficient and dangerously weird.&lt;br /&gt;
=== Aesthetic ===&lt;br /&gt;
Robes, electricity, blue glows, general tech-priest/machine cult look. Gear and lightning iconography. Carries books about electrical engineering or signal processing.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
High Conductor Aurelius. Intense, lightning-and-brimstone preacher; brilliant but mad as a box of cats attached to a Van der Graaf generator.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Massive amounts of electrical power, incredibly mad scientists, shockingly competent cryptography and signal processing&lt;br /&gt;
== Rustwrights ==&lt;br /&gt;
&#039;&#039;Damn clockworks. They ruined everything.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Rustwrights are a militantly anti-AI movement. They believe that the AIs need to be destroyed and are working on weapons and means of doing so; they regularly destroy factories and research areas and have been known to kill people who are working on Analytical Technology. They are primarily lower-class citizens and don’t like Analytical Technicians on reflex. This has caused them a lot of problems in that they can’t find and deal with any of the AIs themselves. &lt;br /&gt;
They identify each other with a streak of red or rust-brown on their skin or clothes, or scarves that work as a splash of that colour. They don’t really have a central figure or coordination at the start of play; their major problem is that they don’t have a plan or any direction other than “violence”. &lt;br /&gt;
&lt;br /&gt;
Some groups are approximately-organised gangs, but they have no larger-scale links that make them “Rustwrights” gangs - they just happen to overlap quite a lot. Nearly every criminal act gets blamed on the Rustwrights, whether or not they’re actually responsible.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetic ===&lt;br /&gt;
Lower-class workers, flat caps etc. Streaks of rust colour.&lt;br /&gt;
=== Known Figures ===&lt;br /&gt;
Red Jack. One of the Rustwright gang chiefs in and around Cambridge. Considered a terrorist by a large portion of the population.&lt;br /&gt;
=== Offers ===&lt;br /&gt;
Crime, henchmen or distractions when attacking AI-held facilities, fairly good black market connections.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=315</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=315"/>
		<updated>2025-09-24T18:52:17Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* Clues */&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 an 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 make a [[Wounds|wound]] draw at the end of the encounter (only once)&amp;lt;sup&amp;gt;[[FAQ#tpk|FAQ]]&amp;lt;/sup&amp;gt;. 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 [[#BASH|BASH]], which does not take effect when blocked by a shield or buckler. Do not parry arrows or crossbow bolts 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;[[#BASH|BASH]]&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|CRUSH}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BASH}}&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 deals [[#TRIPLE|TRIPLE]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}}&lt;br /&gt;
|Heal 4 hits.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not [[under pressure]], 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 implied SINGLE from attacks) or resist any calls.&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;
!{{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;
&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 circle or cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.&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|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;
&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;
!Nimble&lt;br /&gt;
|Yellow tag&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!Shielded&lt;br /&gt;
|Blue tag&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!Tech Resistant&lt;br /&gt;
|Magenta tag&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, 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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=314</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=314"/>
		<updated>2025-09-24T18:52:05Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 an 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 make a [[Wounds|wound]] draw at the end of the encounter (only once)&amp;lt;sup&amp;gt;[[FAQ#tpk|FAQ]]&amp;lt;/sup&amp;gt;. 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 [[#BASH|BASH]], which does not take effect when blocked by a shield or buckler. Do not parry arrows or crossbow bolts 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;[[#BASH|BASH]]&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|CRUSH}}&lt;br /&gt;
|Lose all hits.&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|BASH}}&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 deals [[#TRIPLE|TRIPLE]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Definition|HEAL}}&lt;br /&gt;
|Heal 4 hits.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not [[under pressure]], 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 implied SINGLE from attacks) or resist any calls.&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;
!{{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;
&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 circle or cone indicated by outstretched arms.&lt;br /&gt;
&lt;br /&gt;
If you have a skill that allows you to make a MASS call you can choose to cone it or not, unless the skill specifies otherwise.&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|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;
&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;
!Nimble&lt;br /&gt;
|Yellow tag&lt;br /&gt;
|Can [[#RESIST|RESIST]] ranged calls.&lt;br /&gt;
|-&lt;br /&gt;
!Shielded&lt;br /&gt;
|Blue tag&lt;br /&gt;
|Can [[#RESIST|RESIST]] melee calls.&lt;br /&gt;
|-&lt;br /&gt;
!Tech Resistant&lt;br /&gt;
|Magenta tag&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, 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.png|thumb]]&lt;br /&gt;
[[File:Blood Stain f.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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=File:Blood_Stain_f.png&amp;diff=313</id>
		<title>File:Blood Stain f.png</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=File:Blood_Stain_f.png&amp;diff=313"/>
		<updated>2025-09-24T18:52:02Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;card&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=File:Blood_Stain.png&amp;diff=312</id>
		<title>File:Blood Stain.png</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=File:Blood_Stain.png&amp;diff=312"/>
		<updated>2025-09-24T18:51:41Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;card&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Resources&amp;diff=309</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Resources&amp;diff=309"/>
		<updated>2025-09-24T18:44:31Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ducatto==&lt;br /&gt;
The Ducatto is the currency of the Commonwealth, having replaced the Pound during the conversion from the Empire. Since all of the citizen’s basic needs are met by the state, the Ducatto is exclusively used for luxury goods; for the player characters Silver is mostly used for bribing NPCs.&lt;br /&gt;
&lt;br /&gt;
The AIs use Ducatto among themselves to purchase processing power, and are therefore generally always receptive to getting more, though any sum less than 1 Gold is unlikely to sway them.&lt;br /&gt;
&lt;br /&gt;
For efficiency in binary coding, the Ducatto Standard is based on powers of two, with one Gold Ducatto being worth 8 Silver. Coins exist in Silver up to 64, for historical reasons; Silver coins worth 1 Gold or more are retired from general circulation.&lt;br /&gt;
&lt;br /&gt;
==Herbs and Pharmaceuticals==&lt;br /&gt;
Herbs are represented by Herb cards. These can be used by a character with the Pharmacist skill to create pharmaceuticals. &lt;br /&gt;
&lt;br /&gt;
Herb cards can be identified by any character who can recognise the pictured herb on the card. There will be information available to the characters that can be used to help recognise herbs.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical cards each look slightly different; they have a similar but subtly different appearance and each one is labeled with its appearance (e.g. “bubbling yellow oil”). You do not automatically know what a pharmaceutical does, but you can label one you own by placing a slip of paper inside the sleeve with the card.&lt;br /&gt;
&lt;br /&gt;
The various herbs are also popular among humans as medicines or recreational substances, and are sometimes used as a black market currency. AIs are rarely interested in herbs but might be interested in a pharmaceutical with effects relevant to their other interests.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Components are represented by small tokens. These can be used by a Tesla Technologist character with the [[Create Device]] skill to create scientific wonders.&lt;br /&gt;
&lt;br /&gt;
Components can also be used by the AIs to create grand projects. These will require large numbers of Components.&lt;br /&gt;
&lt;br /&gt;
==Income==&lt;br /&gt;
At the start of each interactive, players get a basic Income and one Income Package of their choice, chosen at the time. If you took the Acquire downtime action or submitted no downtime you get an additional Package which can be the same or different. If you have the Extra Income skill, you also get another additional Package for each time you have taken the Extra Income skill, which can be the same or different. &lt;br /&gt;
&lt;br /&gt;
===Basic Income===&lt;br /&gt;
* 1 Silver Ducatto&lt;br /&gt;
* 1 random Herb&lt;br /&gt;
* 1 random Component&lt;br /&gt;
&lt;br /&gt;
===Money Package===&lt;br /&gt;
* 1 Gold Ducatto (or 8 Silver Ducatto)&lt;br /&gt;
&lt;br /&gt;
===Herbs Package===&lt;br /&gt;
* 5 random herbs&lt;br /&gt;
&lt;br /&gt;
===Components Package===&lt;br /&gt;
* 2 Components of your choice&lt;br /&gt;
&lt;br /&gt;
==End of Term==&lt;br /&gt;
Resources can’t be kept by characters between terms - it is assumed they have encountered a situation where they needed to use them. It is recommended that your character spends the resources they get! At the start of each term, each character will receive extra resources to get them started again. (Characters created after the start of the system will also receive extra resources to get them started.)&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Resources&amp;diff=307</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Resources&amp;diff=307"/>
		<updated>2025-09-24T18:42:02Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ducatto==&lt;br /&gt;
The Ducatto is the currency of the Commonwealth, having replaced the Pound during the conversion from the Empire. Since all of the citizen’s basic needs are met by the state, the Ducatto is exclusively used for luxury goods; for the player characters Silver is mostly used for bribing NPCs.&lt;br /&gt;
&lt;br /&gt;
The AIs use Ducatto among themselves to purchase processing power, and are therefore generally always receptive to getting more, though any sum less than 1 Gold is unlikely to sway them.&lt;br /&gt;
&lt;br /&gt;
For efficiency in binary coding, the Ducatto Standard is based on powers of two, with one Gold Ducatto being worth 8 Silver. Coins exist in Silver up to 64, for historical reasons; Silver coins worth 1 Gold or more are retired from general circulation.&lt;br /&gt;
&lt;br /&gt;
==Herbs and Pharmaceuticals==&lt;br /&gt;
Herbs are represented by Herb cards. These can be used by a character with the Pharmacist skill to create pharmaceuticals. &lt;br /&gt;
&lt;br /&gt;
Herb cards can be identified by any character who can recognise the pictured herb on the card. There will be information available to the characters that can be used to help recognise herbs.&lt;br /&gt;
&lt;br /&gt;
Pharmaceutical cards each look slightly different; they have a similar but subtly different appearance and each one is labeled with its appearance (e.g. “bubbling yellow oil”). You do not automatically know what a pharmaceutical does, but you can label one you own by placing a slip of paper inside the sleeve with the card.&lt;br /&gt;
&lt;br /&gt;
The various herbs are also popular among humans as medicines or recreational substances, and are sometimes used as a black market currency. AIs are rarely interested in herbs but might be interested in a pharmaceutical with effects relevant to their other interests.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Components are represented by small tokens. These can be used by a Tesla Technologist character with the [[Create Device]] skill to create scientific wonders.&lt;br /&gt;
&lt;br /&gt;
Components can also be used by the AIs to create grand projects. These will require large numbers of Components.&lt;br /&gt;
&lt;br /&gt;
==Income==&lt;br /&gt;
At the start of each interactive, players get a basic Income and one Income Package of their choice, chosen at the time. If you took the Acquire downtime action or submitted no downtime you get an additional Package which can be the same or different. If you have the Extra Income skill, you also get another additional Package which can be the same or different. &lt;br /&gt;
&lt;br /&gt;
===Basic Income===&lt;br /&gt;
* 1 Silver Ducatto&lt;br /&gt;
* 1 random Herb&lt;br /&gt;
* 1 random Component&lt;br /&gt;
&lt;br /&gt;
===Money Package===&lt;br /&gt;
* 1 Gold Ducatto (or 8 Silver Ducatto)&lt;br /&gt;
&lt;br /&gt;
===Herbs Package===&lt;br /&gt;
* 5 random herbs&lt;br /&gt;
&lt;br /&gt;
===Components Package===&lt;br /&gt;
* 2 Components of your choice&lt;br /&gt;
&lt;br /&gt;
==End of Term==&lt;br /&gt;
Resources can’t be kept by characters between terms - it is assumed they have encountered a situation where they needed to use them. It is recommended that your character spends the resources they get! At the start of each term, each character will receive extra resources to get them started again. (Characters created after the start of the system will also receive extra resources to get them started.)&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=305</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=305"/>
		<updated>2025-09-24T18:37:37Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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|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 an Active Ability (marked with{{Active}}) every 10 seconds. This cooldown begins when you use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;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 5 seconds 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 a power, and you can only start charging if your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the character 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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Third Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Power Field&lt;br /&gt;
!Power Field&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&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}}Charged [[MASS]] [[TECH]] [[REPEL]]&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[BASH]]&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[TECH]] [[RESIST]]s.&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;
!Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[BASH]]&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 ranged [[RESIST]]s (except against [[Would You Kindly]] or [[EFFECT]]).&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.&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;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] 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.&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 [[BASH]]es.&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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second profession discipline.&lt;br /&gt;
|-&lt;br /&gt;
!Third Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third profession discpline.&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;
|Destroy resilient objects.&lt;br /&gt;
|-&lt;br /&gt;
![[Scramble Effect]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.&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; Discpline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discpline&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 Discpline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Resist emotion and mind control effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discpline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discpline&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;
===Scramble Effect===&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 improve the situation in some way.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in. This can cause a longer lasting or wider effect, but require (extra) resources, 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, including to any linked Analytical Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology 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, 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 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;
===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;
===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;. You can theorise about what lies ahead.&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 common requirement for treating wounds in an appropriate venue.&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;
*Each skill can only be taken once.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.&lt;br /&gt;
*You automatically stop performing a skill if incapacitated.&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 BASH 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. Group skills take at least one minute to perform. It is possible to perform a group skill alone if needed.&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=304</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=304"/>
		<updated>2025-09-24T18:36:34Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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|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.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use an Active Ability (marked with{{Active}}) every 10 seconds. This cooldown begins when you use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;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 5 seconds 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 a power, and you can only start charging if your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the character 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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Third Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Power Field&lt;br /&gt;
!Power Field&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&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}}Charged [[MASS]] [[TECH]] [[REPEL]]&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[BASH]]&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[TECH]] [[RESIST]]s.&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;
!Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[BASH]]&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 ranged [[RESIST]]s (except against [[Would You Kindly]] or [[EFFECT]]).&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.&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;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] 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.&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 [[BASH]]es.&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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second profession discipline.&lt;br /&gt;
|-&lt;br /&gt;
!Third Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third profession discpline.&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;
|Destroy resilient objects.&lt;br /&gt;
|-&lt;br /&gt;
![[Scramble Effect]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.&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; Discpline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discpline&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 Discpline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Resist emotion and mind control effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discpline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discpline&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;
===Scramble Effect===&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 improve the situation in some way.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in. This can cause a longer lasting or wider effect, but require (extra) resources, 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, including to any linked Analytical Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology 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, 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 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;
===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;
===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;. You can theorise about what lies ahead.&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 common requirement for treating wounds in an appropriate venue.&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;
*Each skill can only be taken once.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.&lt;br /&gt;
*You automatically stop performing a skill if incapacitated.&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 BASH 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. Group skills take at least one minute to perform. It is possible to perform a group skill alone if needed.&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=303</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=303"/>
		<updated>2025-09-24T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 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 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;
All citizens are well clothed and provided for, but a lower class citizen is used to the hard work of keeping civilisation running. Such people would wear plain, heard-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;three&#039;&#039;&#039; [[Skills#Combat Skills|Combat skills]] and &#039;&#039;&#039;three&#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;
==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 mutants 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;
===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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=302</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=302"/>
		<updated>2025-09-24T18:32:22Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 pvp 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;
The resistance leadership 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 the Resistance, 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 the resistance leadership 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 the resistance leadership and try to convince them of your case, and the accused will have the opportunity to defend themselves. If the leadership 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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=301</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=301"/>
		<updated>2025-09-24T18:31:58Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 pvp 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;
The resistance leadership 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 the Resistance, 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 the resistance leadership 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 the resistance leadership and try to convince them of your case, and the accused will have the opportunity to defend themselves. If the leadership 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;
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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=300</id>
		<title>PvP</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=PvP&amp;diff=300"/>
		<updated>2025-09-24T18:31:11Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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 pvp 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;
The resistance leadership 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 the Resistance, though the system you&#039;re resisting against may take action! 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 the resistance leadership 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;
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 the resistance leadership and try to convince them of your case, and the accused will have the opportunity to defend themselves. If the leadership 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;
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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=298</id>
		<title>Pharmacy</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=298"/>
		<updated>2025-09-24T17:54:26Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pharmacy is the skill used to combine various plants into Pharmaceuticals that have various effects. These effects are predictable, with the same combination always giving the same result. You can play this as knowledge of chemistry or lower tech herblore skills.&lt;br /&gt;
&lt;br /&gt;
You need access to a Pharmaceutical Laboratory in order to make Pharmaceuticals, which can be anything from a pristine custom-made room full of glassware to a cauldron surrounded by herbs. There will be a suitable laboratory available at interactives; do not expect to find one on linears unless you have been told in advance there will be one.&lt;br /&gt;
&lt;br /&gt;
Herbs, pharmaceutical items and bases are represented by sleeved cards with images of the item on. Characters can place slips of paper in these sleeves if you wish to represent labeling the items in question. &lt;br /&gt;
&lt;br /&gt;
The systematic study of pharmacy is a relatively new discipline - while chemistry and medical use for various plants have been studied for time immemorial, the advent of Intuition has led to many new discoveries, and far stronger brews. There was little time for investigation into the new discipline before the changes, and now research is heavily suppressed and controlled by the Analytical Intelligences. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, progress continues, albeit slowly. Characters with the Pharmacist skill can conduct experiments, combining ingredients in new ways to discover their uses, or get a guaranteed result by following a recipe prepared by another Pharmacist.&lt;br /&gt;
&lt;br /&gt;
== Using Pharmaceuticals ==&lt;br /&gt;
Each character can only use one Pharmaceutical per scene. Further Pharmaceuticals taken will have no effect and be wasted. (Some Pharmaceuticals are Poisons and don’t count against this limit.)&lt;br /&gt;
&lt;br /&gt;
In order to use a Pharmaceutical, you &#039;&#039;&#039;must&#039;&#039;&#039; take out the rules card from the sleeve and read it to ensure it has the effect that you expect. This generally requires that you use both hands to do so. Once you have done this you can roleplay drinking/applying/etc the item and apply its effects.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, using a blade oil or injectable potion counts as the Pharmaceutical use of the person applying it, not the person it is used on.&lt;br /&gt;
&lt;br /&gt;
== Common Knowledge ==&lt;br /&gt;
Every pharmaceutical must contain one base, and can use one or two active agents. The active agents are usually Herbs.&lt;br /&gt;
=== Bases ===&lt;br /&gt;
Every pharmaceutical needs a base. These bases define how the final product can be used.&lt;br /&gt;
Oil will create something that can be used on or with objects, for example a blade venom, something that can be injected into another person, or a cleaning compound.&lt;br /&gt;
Tea will create a drinkable substance that primarily affects the mind.&lt;br /&gt;
Paste will create a substance that can be applied topically, and primarily affects the body.&lt;br /&gt;
&lt;br /&gt;
While not identical, effects from the same herb across the bases will have some relation.&lt;br /&gt;
&lt;br /&gt;
These are common and easily available, part of any pharmacy laboratory. Players should expect to have access to as many of these as they need at interactives. It is generally not possible to create Pharmaceuticals on linears.&lt;br /&gt;
=== Active agents (herbs) ===&lt;br /&gt;
These are extracts gained from various plant life that can have impressive effects on the human body. These appears as a card with a picture of a plant on.&lt;br /&gt;
Some are common knowledge, others are newly discovered or hard to find, and knowledge of them is naturally incomplete - for now.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Well-known recipes among those who study the art of Pharmacy are: &lt;br /&gt;
&lt;br /&gt;
* Adding extract of &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; to a &#039;&#039;&#039;paste&#039;&#039;&#039; creates a salve that enables extremely fast recovery from injury.&lt;br /&gt;
* Infusing &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; into a &#039;&#039;&#039;tea&#039;&#039;&#039; was the discovery that kick-started the field of Intuition - it makes a pleasant tasting drink that enhances one’s capability for Intuition, allowing for the discovery of Mantras.&lt;br /&gt;
* Using &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; with blade &#039;&#039;&#039;oil&#039;&#039;&#039; gives a weapon the sting of an entire bed of nettles, it effectively REPELs an opponent.&lt;br /&gt;
* A &#039;&#039;&#039;tea&#039;&#039;&#039; combining &#039;&#039;&#039;Crowncap&#039;&#039;&#039; and &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; makes a tea that enhances self-reflection, allowing an Intuitionist to affect their own mind.&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
[[File:Poultice of Staunching.png|thumb|An example rule card for a basic healing potion made with Red Asphodel and a paste base.]]&lt;br /&gt;
The plants used for Pharmacy can be rather rare and sometimes difficult to distinguish from their more common and less useful kin. There are five plants that are known as the Cardinal Essences which are commonly found or cultivated. Other, rarer plants are also rumoured, but they tend to have stranger and more intense effects. &lt;br /&gt;
&lt;br /&gt;
A book called &amp;quot;Notes for the Field Herbalist&amp;quot; is readily available and acts as a primer on this subject; your character can have read it if you like, and if you want, you can print a copy so your character has one in play. [https://docs.google.com/document/d/1OZs25bWNxJjNykJeiyBGWfViWZZ7ANWsFwGFdJ1xyOU/edit?usp=sharing Click here for the book.]&lt;br /&gt;
&lt;br /&gt;
(Any overlap with actual plants is more or less coincidence.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; is one of the more easy to identify, being a plant similar to a snowdrop, with the white flower stained red at the centre.&lt;br /&gt;
* &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; is a tall plant, with slender leaves and a cluster of bright red flowers.&lt;br /&gt;
* Contrary to it’s name, &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; is not a moss at all, being a plant with dense, dark leaves and globular yellow flowers.&lt;br /&gt;
* &#039;&#039;&#039;Crowncap&#039;&#039;&#039; is a very tall flower with a branching stem and crown-like flowers of white edged with yellow.&lt;br /&gt;
* &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; is a dense herbaceous scrub with small, dark green leaves.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=297</id>
		<title>Pharmacy</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=297"/>
		<updated>2025-09-24T17:54:16Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pharmacy is the skill used to combine various plants into Pharmaceuticals that have various effects. These effects are predictable, with the same combination always giving the same result. You can play this as knowledge of chemistry or lower tech herblore skills.&lt;br /&gt;
&lt;br /&gt;
You need access to a Pharmaceutical Laboratory in order to make Pharmaceuticals, which can be anything from a pristine custom-made room full of glassware to a cauldron surrounded by herbs. There will be a suitable laboratory available at interactives; do not expect to find one on linears unless you have been told in advance there will be one.&lt;br /&gt;
&lt;br /&gt;
Herbs, pharmaceutical items and bases are represented by sleeved cards with images of the item on. Characters can place slips of paper in these sleeves if you wish to represent labeling the items in question. &lt;br /&gt;
&lt;br /&gt;
The systematic study of pharmacy is a relatively new discipline - while chemistry and medical use for various plants have been studied for time immemorial, the advent of Intuition has led to many new discoveries, and far stronger brews. There was little time for investigation into the new discipline before the changes, and now research is heavily suppressed and controlled by the Analytical Intelligences. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, progress continues, albeit slowly. Characters with the Pharmacist skill can conduct experiments, combining ingredients in new ways to discover their uses, or get a guaranteed result by following a recipe prepared by another Pharmacist.&lt;br /&gt;
&lt;br /&gt;
== Using Pharmaceuticals ==&lt;br /&gt;
Each character can only use one Pharmaceutical per scene. Further Pharmaceuticals taken will have no effect and be wasted. (Some Pharmaceuticals are Poisons and don’t count against this limit.)&lt;br /&gt;
&lt;br /&gt;
In order to use a Pharmaceutical, you &#039;&#039;&#039;must&#039;&#039;&#039; take out the rules card from the sleeve and read it to ensure it has the effect that you expect. This generally requires that you use both hands to do so. Once you have done this you can roleplay drinking/applying/etc the item and apply its effects.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, using a blade oil or injectable potion counts as the Pharmaceutical use of the person applying it, not the person it is used on.&lt;br /&gt;
&lt;br /&gt;
== Common Knowledge ==&lt;br /&gt;
Every pharmaceutical must contain one base, and can use one or two active agents. The active agents are usually Herbs.&lt;br /&gt;
=== Bases ===&lt;br /&gt;
Every pharmaceutical needs a base. These bases define how the final product can be used.&lt;br /&gt;
Oil will create something that can be used on or with objects, for example a blade venom, something that can be injected into another person, or a cleaning compound.&lt;br /&gt;
Tea will create a drinkable substance that primarily affects the mind.&lt;br /&gt;
Paste will create a substance that can be applied topically, and primarily affects the body.&lt;br /&gt;
&lt;br /&gt;
While not identical, effects from the same herb across the bases will have some relation.&lt;br /&gt;
&lt;br /&gt;
These are common and easily available, part of any pharmacy laboratory. Players should expect to have access to as many of these as they need at interactives. It is generally not possible to create Pharmaceuticals on linears.&lt;br /&gt;
=== Active agents (herbs) ===&lt;br /&gt;
These are extracts gained from various plant life that can have impressive effects on the human body. These appears as a card with a picture of a plant on.&lt;br /&gt;
Some are common knowledge, others are newly discovered or hard to find, and knowledge of them is naturally incomplete - for now.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
[[File:Poultice of Staunching.png|thumb]]&lt;br /&gt;
Well-known recipes among those who study the art of Pharmacy are: &lt;br /&gt;
&lt;br /&gt;
* Adding extract of &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; to a &#039;&#039;&#039;paste&#039;&#039;&#039; creates a salve that enables extremely fast recovery from injury.&lt;br /&gt;
* Infusing &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; into a &#039;&#039;&#039;tea&#039;&#039;&#039; was the discovery that kick-started the field of Intuition - it makes a pleasant tasting drink that enhances one’s capability for Intuition, allowing for the discovery of Mantras.&lt;br /&gt;
* Using &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; with blade &#039;&#039;&#039;oil&#039;&#039;&#039; gives a weapon the sting of an entire bed of nettles, it effectively REPELs an opponent.&lt;br /&gt;
* A &#039;&#039;&#039;tea&#039;&#039;&#039; combining &#039;&#039;&#039;Crowncap&#039;&#039;&#039; and &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; makes a tea that enhances self-reflection, allowing an Intuitionist to affect their own mind.&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
[[File:Poultice of Staunching.png|thumb|An example rule card for a basic healing potion made with Red Asphodel and a paste base.]]&lt;br /&gt;
The plants used for Pharmacy can be rather rare and sometimes difficult to distinguish from their more common and less useful kin. There are five plants that are known as the Cardinal Essences which are commonly found or cultivated. Other, rarer plants are also rumoured, but they tend to have stranger and more intense effects. &lt;br /&gt;
&lt;br /&gt;
A book called &amp;quot;Notes for the Field Herbalist&amp;quot; is readily available and acts as a primer on this subject; your character can have read it if you like, and if you want, you can print a copy so your character has one in play. [https://docs.google.com/document/d/1OZs25bWNxJjNykJeiyBGWfViWZZ7ANWsFwGFdJ1xyOU/edit?usp=sharing Click here for the book.]&lt;br /&gt;
&lt;br /&gt;
(Any overlap with actual plants is more or less coincidence.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; is one of the more easy to identify, being a plant similar to a snowdrop, with the white flower stained red at the centre.&lt;br /&gt;
* &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; is a tall plant, with slender leaves and a cluster of bright red flowers.&lt;br /&gt;
* Contrary to it’s name, &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; is not a moss at all, being a plant with dense, dark leaves and globular yellow flowers.&lt;br /&gt;
* &#039;&#039;&#039;Crowncap&#039;&#039;&#039; is a very tall flower with a branching stem and crown-like flowers of white edged with yellow.&lt;br /&gt;
* &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; is a dense herbaceous scrub with small, dark green leaves.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=296</id>
		<title>Pharmacy</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=296"/>
		<updated>2025-09-24T17:53:45Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Poultice of Staunching.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Pharmacy is the skill used to combine various plants into Pharmaceuticals that have various effects. These effects are predictable, with the same combination always giving the same result. You can play this as knowledge of chemistry or lower tech herblore skills.&lt;br /&gt;
&lt;br /&gt;
You need access to a Pharmaceutical Laboratory in order to make Pharmaceuticals, which can be anything from a pristine custom-made room full of glassware to a cauldron surrounded by herbs. There will be a suitable laboratory available at interactives; do not expect to find one on linears unless you have been told in advance there will be one.&lt;br /&gt;
&lt;br /&gt;
Herbs, pharmaceutical items and bases are represented by sleeved cards with images of the item on. Characters can place slips of paper in these sleeves if you wish to represent labeling the items in question. &lt;br /&gt;
&lt;br /&gt;
The systematic study of pharmacy is a relatively new discipline - while chemistry and medical use for various plants have been studied for time immemorial, the advent of Intuition has led to many new discoveries, and far stronger brews. There was little time for investigation into the new discipline before the changes, and now research is heavily suppressed and controlled by the Analytical Intelligences. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, progress continues, albeit slowly. Characters with the Pharmacist skill can conduct experiments, combining ingredients in new ways to discover their uses, or get a guaranteed result by following a recipe prepared by another Pharmacist.&lt;br /&gt;
&lt;br /&gt;
== Using Pharmaceuticals ==&lt;br /&gt;
Each character can only use one Pharmaceutical per scene. Further Pharmaceuticals taken will have no effect and be wasted. (Some Pharmaceuticals are Poisons and don’t count against this limit.)&lt;br /&gt;
&lt;br /&gt;
In order to use a Pharmaceutical, you &#039;&#039;&#039;must&#039;&#039;&#039; take out the rules card from the sleeve and read it to ensure it has the effect that you expect. This generally requires that you use both hands to do so. Once you have done this you can roleplay drinking/applying/etc the item and apply its effects.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, using a blade oil or injectable potion counts as the Pharmaceutical use of the person applying it, not the person it is used on.&lt;br /&gt;
&lt;br /&gt;
== Common Knowledge ==&lt;br /&gt;
Every pharmaceutical must contain one base, and can use one or two active agents. The active agents are usually Herbs.&lt;br /&gt;
=== Bases ===&lt;br /&gt;
Every pharmaceutical needs a base. These bases define how the final product can be used.&lt;br /&gt;
Oil will create something that can be used on or with objects, for example a blade venom, something that can be injected into another person, or a cleaning compound.&lt;br /&gt;
Tea will create a drinkable substance that primarily affects the mind.&lt;br /&gt;
Paste will create a substance that can be applied topically, and primarily affects the body.&lt;br /&gt;
&lt;br /&gt;
While not identical, effects from the same herb across the bases will have some relation.&lt;br /&gt;
&lt;br /&gt;
These are common and easily available, part of any pharmacy laboratory. Players should expect to have access to as many of these as they need at interactives. It is generally not possible to create Pharmaceuticals on linears.&lt;br /&gt;
=== Active agents (herbs) ===&lt;br /&gt;
These are extracts gained from various plant life that can have impressive effects on the human body. These appears as a card with a picture of a plant on.&lt;br /&gt;
Some are common knowledge, others are newly discovered or hard to find, and knowledge of them is naturally incomplete - for now.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Well-known recipes among those who study the art of Pharmacy are: &lt;br /&gt;
&lt;br /&gt;
* Adding extract of &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; to a &#039;&#039;&#039;paste&#039;&#039;&#039; creates a salve that enables extremely fast recovery from injury.&lt;br /&gt;
* Infusing &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; into a &#039;&#039;&#039;tea&#039;&#039;&#039; was the discovery that kick-started the field of Intuition - it makes a pleasant tasting drink that enhances one’s capability for Intuition, allowing for the discovery of Mantras.&lt;br /&gt;
* Using &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; with blade &#039;&#039;&#039;oil&#039;&#039;&#039; gives a weapon the sting of an entire bed of nettles, it effectively REPELs an opponent.&lt;br /&gt;
* A &#039;&#039;&#039;tea&#039;&#039;&#039; combining &#039;&#039;&#039;Crowncap&#039;&#039;&#039; and &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; makes a tea that enhances self-reflection, allowing an Intuitionist to affect their own mind.&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
[[File:Poultice of Staunching.png|thumb|An example rule card for a basic healing potion made with Red Asphodel and a paste base.]]&lt;br /&gt;
The plants used for Pharmacy can be rather rare and sometimes difficult to distinguish from their more common and less useful kin. There are five plants that are known as the Cardinal Essences which are commonly found or cultivated. Other, rarer plants are also rumoured, but they tend to have stranger and more intense effects. &lt;br /&gt;
&lt;br /&gt;
A book called &amp;quot;Notes for the Field Herbalist&amp;quot; is readily available and acts as a primer on this subject; your character can have read it if you like, and if you want, you can print a copy so your character has one in play. [https://docs.google.com/document/d/1OZs25bWNxJjNykJeiyBGWfViWZZ7ANWsFwGFdJ1xyOU/edit?usp=sharing Click here for the book.]&lt;br /&gt;
&lt;br /&gt;
(Any overlap with actual plants is more or less coincidence.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; is one of the more easy to identify, being a plant similar to a snowdrop, with the white flower stained red at the centre.&lt;br /&gt;
* &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; is a tall plant, with slender leaves and a cluster of bright red flowers.&lt;br /&gt;
* Contrary to it’s name, &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; is not a moss at all, being a plant with dense, dark leaves and globular yellow flowers.&lt;br /&gt;
* &#039;&#039;&#039;Crowncap&#039;&#039;&#039; is a very tall flower with a branching stem and crown-like flowers of white edged with yellow.&lt;br /&gt;
* &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; is a dense herbaceous scrub with small, dark green leaves.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=295</id>
		<title>Pharmacy</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Pharmacy&amp;diff=295"/>
		<updated>2025-09-24T17:53:06Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Poultice of Staunching.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
Pharmacy is the skill used to combine various plants into Pharmaceuticals that have various effects. These effects are predictable, with the same combination always giving the same result. You can play this as knowledge of chemistry or lower tech herblore skills.&lt;br /&gt;
&lt;br /&gt;
You need access to a Pharmaceutical Laboratory in order to make Pharmaceuticals, which can be anything from a pristine custom-made room full of glassware to a cauldron surrounded by herbs. There will be a suitable laboratory available at interactives; do not expect to find one on linears unless you have been told in advance there will be one.&lt;br /&gt;
&lt;br /&gt;
Herbs, pharmaceutical items and bases are represented by sleeved cards with images of the item on. Characters can place slips of paper in these sleeves if you wish to represent labeling the items in question. &lt;br /&gt;
&lt;br /&gt;
The systematic study of pharmacy is a relatively new discipline - while chemistry and medical use for various plants have been studied for time immemorial, the advent of Intuition has led to many new discoveries, and far stronger brews. There was little time for investigation into the new discipline before the changes, and now research is heavily suppressed and controlled by the Analytical Intelligences. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, progress continues, albeit slowly. Characters with the Pharmacist skill can conduct experiments, combining ingredients in new ways to discover their uses, or get a guaranteed result by following a recipe prepared by another Pharmacist.&lt;br /&gt;
&lt;br /&gt;
== Using Pharmaceuticals ==&lt;br /&gt;
Each character can only use one Pharmaceutical per scene. Further Pharmaceuticals taken will have no effect and be wasted. (Some Pharmaceuticals are Poisons and don’t count against this limit.)&lt;br /&gt;
&lt;br /&gt;
In order to use a Pharmaceutical, you &#039;&#039;&#039;must&#039;&#039;&#039; take out the rules card from the sleeve and read it to ensure it has the effect that you expect. This generally requires that you use both hands to do so. Once you have done this you can roleplay drinking/applying/etc the item and apply its effects.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, using a blade oil or injectable potion counts as the Pharmaceutical use of the person applying it, not the person it is used on.&lt;br /&gt;
&lt;br /&gt;
== Common Knowledge ==&lt;br /&gt;
Every pharmaceutical must contain one base, and can use one or two active agents. The active agents are usually Herbs.&lt;br /&gt;
=== Bases ===&lt;br /&gt;
Every pharmaceutical needs a base. These bases define how the final product can be used.&lt;br /&gt;
Oil will create something that can be used on or with objects, for example a blade venom, something that can be injected into another person, or a cleaning compound.&lt;br /&gt;
Tea will create a drinkable substance that primarily affects the mind.&lt;br /&gt;
Paste will create a substance that can be applied topically, and primarily affects the body.&lt;br /&gt;
&lt;br /&gt;
While not identical, effects from the same herb across the bases will have some relation.&lt;br /&gt;
&lt;br /&gt;
These are common and easily available, part of any pharmacy laboratory. Players should expect to have access to as many of these as they need at interactives. It is generally not possible to create Pharmaceuticals on linears.&lt;br /&gt;
=== Active agents (herbs) ===&lt;br /&gt;
These are extracts gained from various plant life that can have impressive effects on the human body. These appears as a card with a picture of a plant on.&lt;br /&gt;
Some are common knowledge, others are newly discovered or hard to find, and knowledge of them is naturally incomplete - for now.&lt;br /&gt;
&lt;br /&gt;
=== Recipes ===&lt;br /&gt;
Well-known recipes among those who study the art of Pharmacy are: &lt;br /&gt;
&lt;br /&gt;
* Adding extract of &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; to a &#039;&#039;&#039;paste&#039;&#039;&#039; creates a salve that enables extremely fast recovery from injury.&lt;br /&gt;
* Infusing &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; into a &#039;&#039;&#039;tea&#039;&#039;&#039; was the discovery that kick-started the field of Intuition - it makes a pleasant tasting drink that enhances one’s capability for Intuition, allowing for the discovery of Mantras.&lt;br /&gt;
* Using &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; with blade &#039;&#039;&#039;oil&#039;&#039;&#039; gives a weapon the sting of an entire bed of nettles, it effectively REPELs an opponent.&lt;br /&gt;
* A &#039;&#039;&#039;tea&#039;&#039;&#039; combining &#039;&#039;&#039;Crowncap&#039;&#039;&#039; and &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; makes a tea that enhances self-reflection, allowing an Intuitionist to affect their own mind.&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
[[File:Poultice of Staunching.png|thumb|An example rule card for a basic healing potion made with Red Asphodel and a paste base.]]&lt;br /&gt;
The plants used for Pharmacy can be rather rare and sometimes difficult to distinguish from their more common and less useful kin. There are five plants that are known as the Cardinal Essences which are commonly found or cultivated. Other, rarer plants are also rumoured, but they tend to have stranger and more intense effects. &lt;br /&gt;
&lt;br /&gt;
A book called &amp;quot;Notes for the Field Herbalist&amp;quot; is readily available and acts as a primer on this subject; your character can have read it if you like, and if you want, you can print a copy so your character has one in play. [https://docs.google.com/document/d/1OZs25bWNxJjNykJeiyBGWfViWZZ7ANWsFwGFdJ1xyOU/edit?usp=sharing Click here for the book.]&lt;br /&gt;
&lt;br /&gt;
(Any overlap with actual plants is more or less coincidence.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Heartsblood&#039;&#039;&#039; is one of the more easy to identify, being a plant similar to a snowdrop, with the white flower stained red at the centre.&lt;br /&gt;
* &#039;&#039;&#039;Red Asphodel&#039;&#039;&#039; is a tall plant, with slender leaves and a cluster of bright red flowers.&lt;br /&gt;
* Contrary to it’s name, &#039;&#039;&#039;Blackmoss&#039;&#039;&#039; is not a moss at all, being a plant with dense, dark leaves and globular yellow flowers.&lt;br /&gt;
* &#039;&#039;&#039;Crowncap&#039;&#039;&#039; is a very tall flower with a branching stem and crown-like flowers of white edged with yellow.&lt;br /&gt;
* &#039;&#039;&#039;Wall Timothy&#039;&#039;&#039; is a dense herbaceous scrub with small, dark green leaves.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=293</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Skills&amp;diff=293"/>
		<updated>2025-09-24T17:43:41Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: /* 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|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 skills you can only choose if that Discipline is your starting discipline.&lt;br /&gt;
&lt;br /&gt;
=== Active Abilities ===&lt;br /&gt;
Some skills give you an Active Ability. You can use an Active Ability (marked with{{Active}}) every 10 seconds. This cooldown begins when you use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;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 5 seconds 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 a power, and you can only start charging if your cooldown is up.&lt;br /&gt;
&lt;br /&gt;
To use an Analytical {{active}}ability the character 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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Third Combat Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third Discipline for combat skills.&lt;br /&gt;
|-&lt;br /&gt;
!Power Field&lt;br /&gt;
!Tesla &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Power Field&lt;br /&gt;
!Power Field&lt;br /&gt;
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].&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}}Charged [[MASS]] [[TECH]] [[REPEL]]&lt;br /&gt;
|-&lt;br /&gt;
!Tesla Strike&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]]&lt;br /&gt;
&lt;br /&gt;
{{Active}}Melee [[TECH]] [[BASH]]&lt;br /&gt;
|-&lt;br /&gt;
!Countermeasures&lt;br /&gt;
!Analytical &#039;&#039;&#039;Starting&#039;&#039;&#039; Discipline&lt;br /&gt;
|Two [[TECH]] [[RESIST]]s.&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;
!Heal&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}[[HEAL]] other at touch range.&lt;br /&gt;
&lt;br /&gt;
{{Active}}Charged [[HEAL]] self.&lt;br /&gt;
|-&lt;br /&gt;
!Analytical Strike&lt;br /&gt;
!Analytical Discipline&lt;br /&gt;
|{{Active}}Ranged [[TECH]] [[BASH]]&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 ranged [[RESIST]]s (except against [[Would You Kindly]] or [[EFFECT]]).&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.&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;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).&lt;br /&gt;
|-&lt;br /&gt;
!Advanced Armour&lt;br /&gt;
!Armour&lt;br /&gt;
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] 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.&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 [[BASH]]es.&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;
!&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
!&#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;
!Second Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a second profession discipline.&lt;br /&gt;
|-&lt;br /&gt;
!Third Profession Discipline&lt;br /&gt;
!&lt;br /&gt;
|Unlock a third profession discpline.&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;
|Destroy resilient objects.&lt;br /&gt;
|-&lt;br /&gt;
![[Scramble Effect]]&lt;br /&gt;
!Tesla Discipline&lt;br /&gt;
|Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.&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; Discpline&lt;br /&gt;
|Instil mantras into other characters.&lt;br /&gt;
|-&lt;br /&gt;
![[Investigate]]&lt;br /&gt;
!Intuition Discpline&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 Discpline&lt;br /&gt;
|Defuse fights and discern truth.&lt;br /&gt;
|-&lt;br /&gt;
![[Hearts and Minds]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Cause emotions by talking to people.&lt;br /&gt;
|-&lt;br /&gt;
![[Iron Will]]&lt;br /&gt;
!Intuition Discpline&lt;br /&gt;
|Resist emotion and mind control effects.&lt;br /&gt;
|-&lt;br /&gt;
![[Pharmacy]]&lt;br /&gt;
!Survival &#039;&#039;&#039;Starting&#039;&#039;&#039; Discpline&lt;br /&gt;
|Create pharmaceuticals&lt;br /&gt;
|-&lt;br /&gt;
![[Scout]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Analyse mundane items and get clues about what lies ahead.&lt;br /&gt;
|-&lt;br /&gt;
![[Scavenge]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|Dismantle items and dead creatures for resources&lt;br /&gt;
|-&lt;br /&gt;
![[Smuggler]]&lt;br /&gt;
!Survival Discpline&lt;br /&gt;
|You can conceal items on your person.&lt;br /&gt;
|-&lt;br /&gt;
![[Medicine]]&lt;br /&gt;
!Survival Discpline&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;
===Scramble Effect===&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 improve the situation in some way.&lt;br /&gt;
&lt;br /&gt;
===Empower===&lt;br /&gt;
You can empower a [[group skill]] that you are leading or participating in. This can cause a longer lasting or wider effect, but require (extra) resources, 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, including to any linked Analytical Intelligence.&lt;br /&gt;
&lt;br /&gt;
===Automaton Engineer===&lt;br /&gt;
You can use analytical technology 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, 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 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;
===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;
===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;. You can theorise about what lies ahead.&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 common requirement for treating wounds in an appropriate venue.&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;
*Each skill can only be taken once.&lt;br /&gt;
*Touch range skills can be used on yourself unless otherwise specified.&lt;br /&gt;
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.&lt;br /&gt;
*You automatically stop performing a skill if incapacitated.&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 BASH 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. Group skills take at least one minute to perform. It is possible to perform a group skill alone if needed.&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>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Devices&amp;diff=292</id>
		<title>Devices</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Devices&amp;diff=292"/>
		<updated>2025-09-24T17:42:46Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gravity Bomb.png|thumb|An example Device.]]&lt;br /&gt;
&lt;br /&gt;
Tesla technology is a fusion of steampunk and electric technology. The ideal aesthetic is silver or grey metal and blue lights or highlights and steam tubes/wires to contrast with the brass/clockwork look of Analytical Technology. They draw power from “Tesla Towers” to produce Devices with powerful but generally straightforward effects. These devices are finicky and often require extensive maintenance to keep them functioning. Normally, a party of characters can bring one Device between them, plus one for each character with the Create Device [[Skills|skill]].&lt;br /&gt;
&lt;br /&gt;
Building a Tesla Device is done by combining [[Component]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Appearance !! Qualities&lt;br /&gt;
|-&lt;br /&gt;
| Clockwork || Gears || Conditional behaviour, User recognition, Precision, Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Steam Power || Pipe fittings || Build-up of power, Heat, Kinetic action, Resilience&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Power || Metal lightning bolts || Electrical arcs or damage, Light, Speed, Magnetism&lt;br /&gt;
|-&lt;br /&gt;
| Antenna || Curled wire || Widespread action, Communication, Transmission, Spreading an effect&lt;br /&gt;
|-&lt;br /&gt;
| Dampener || Fuses || Stealth, Shielding, Reduction, Stabilisation &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To create a Device, take &#039;&#039;&#039;two or more Components&#039;&#039;&#039; to the Refs and explain what you are making. They will offer you a potential result - you can take this result, or keep the resources but suffer a minor experimental setback (generally accompanied by a minor roleplaying effect, with a small chance of a wound). Sometimes the result may be “that can’t be done with a Device” but in that case you will get the resources back with no issues.&lt;br /&gt;
&lt;br /&gt;
Using more components tends to make more powerful devices, but you can’t just add more of the same ones in. Each component added must be used in a specific and different way towards the end goal of the Device.&lt;br /&gt;
&lt;br /&gt;
Some examples of what devices might do are given here. These are to illustrate the approximate scale of power that you can expect Devices to have.&lt;br /&gt;
&lt;br /&gt;
A two-component device might:&lt;br /&gt;
&lt;br /&gt;
* Shield one person from a passive danger (such as water breathing).&lt;br /&gt;
* Improve a person’s defences, giving them a temporary Hit Point each scene.&lt;br /&gt;
* Allow unleashing a small blast of energy at range once per scene.&lt;br /&gt;
* Add a stunning effect to someone’s weapon attacks for the first few attacks each scene.&lt;br /&gt;
* Attract or repel creatures or objects with magnetic power.&lt;br /&gt;
&lt;br /&gt;
A four-component device might:&lt;br /&gt;
&lt;br /&gt;
* Protect a whole party from a passive danger (such as water breathing).&lt;br /&gt;
* Actively negate technological attacks, but break after stopping a certain number.&lt;br /&gt;
* Automatically open locks after a few seconds of using the device.&lt;br /&gt;
* Fire a devastating energy blast, then break.&lt;br /&gt;
* Allow unleashing a stun field once per scene.&lt;br /&gt;
&lt;br /&gt;
=== Limits of Devices ===&lt;br /&gt;
You can’t use a Tesla Device to:&lt;br /&gt;
&lt;br /&gt;
* Interface with Analytical Intelligence.&lt;br /&gt;
* Interface with human minds except via brute-force emotional effects.&lt;br /&gt;
* Heal hit points or wounds (though other biological effects are possible)&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing is an important part of SCIENCE. When you create a Device, in most cases you can use it once immediately to check that it works. (Exceptions do exist - e.g. if you build a bomb, it might not be usable after testing. The Ref will tell you if this is the case.) This is mainly an excuse for players to show off their new tech at the interactives.&lt;br /&gt;
== Using a Device ==&lt;br /&gt;
Devices require a lot of maintenance to use outside laboratory conditions. Each party of players can take one Device on a linear; they are assumed to share the burden of keeping it running. Each character with the Tesla Technologist’s Create Device skill can bring a Device as well, being able to maintain it personally.&lt;br /&gt;
&lt;br /&gt;
Many Devices become broken when they are used outside of testing. This means that they can’t be used again and become scrap. &lt;br /&gt;
You can break down scrap at an interactive for a random Component; feel free to hand in the scrap at the start when collecting income or roleplay breaking it down in character.&lt;br /&gt;
&lt;br /&gt;
Some Devices may be exhausted when they are used instead; this means that they can’t be used until they recharge from the Tesla Towers, a process that can only be done when not under pressure.&lt;br /&gt;
&lt;br /&gt;
At the end of any linear on which a Device is used, or any interactive it is used at after testing, it is broken and becomes scrap. Devices that go a long time without being used also break down - at the end of each term extant Devices become useless and should be handed in to a Ref.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Devices&amp;diff=291</id>
		<title>Devices</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Devices&amp;diff=291"/>
		<updated>2025-09-24T17:41:25Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gravity Bomb.png|thumb|An example Device.]]&lt;br /&gt;
&lt;br /&gt;
Tesla technology is a fusion of steampunk and electric technology. The ideal aesthetic is silver or grey metal and blue lights or highlights and steam tubes/wires to contrast with the brass/clockwork look of Analytical Technology. They draw power from “Tesla Towers” to produce Devices with powerful but generally straightforward effects. These devices are finicky and often require extensive maintenance to keep them functioning.&lt;br /&gt;
&lt;br /&gt;
Building a Tesla Device is done by combining [[Component]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Appearance !! Qualities&lt;br /&gt;
|-&lt;br /&gt;
| Clockwork || Gears || Conditional behaviour, User recognition, Precision, Stamina&lt;br /&gt;
|-&lt;br /&gt;
| Steam Power || Pipe fittings || Build-up of power, Heat, Kinetic action, Resilience&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Power || Metal lightning bolts || Electrical arcs or damage, Light, Speed, Magnetism&lt;br /&gt;
|-&lt;br /&gt;
| Antenna || Curled wire || Widespread action, Communication, Transmission, Spreading an effect&lt;br /&gt;
|-&lt;br /&gt;
| Dampener || Fuses || Stealth, Shielding, Reduction, Stabilisation &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To create a Device, take &#039;&#039;&#039;two or more Components&#039;&#039;&#039; to the Refs and explain what you are making. They will offer you a potential result - you can take this result, or keep the resources but suffer a minor experimental setback (generally accompanied by a minor roleplaying effect, with a small chance of a wound). Sometimes the result may be “that can’t be done with a Device” but in that case you will get the resources back with no issues.&lt;br /&gt;
&lt;br /&gt;
Using more components tends to make more powerful devices, but you can’t just add more of the same ones in. Each component added must be used in a specific and different way towards the end goal of the Device.&lt;br /&gt;
&lt;br /&gt;
Some examples of what devices might do are given here. These are to illustrate the approximate scale of power that you can expect Devices to have.&lt;br /&gt;
&lt;br /&gt;
A two-component device might:&lt;br /&gt;
&lt;br /&gt;
* Shield one person from a passive danger (such as water breathing).&lt;br /&gt;
* Improve a person’s defences, giving them a temporary Hit Point each scene.&lt;br /&gt;
* Allow unleashing a small blast of energy at range once per scene.&lt;br /&gt;
* Add a stunning effect to someone’s weapon attacks for the first few attacks each scene.&lt;br /&gt;
* Attract or repel creatures or objects with magnetic power.&lt;br /&gt;
&lt;br /&gt;
A four-component device might:&lt;br /&gt;
&lt;br /&gt;
* Protect a whole party from a passive danger (such as water breathing).&lt;br /&gt;
* Actively negate technological attacks, but break after stopping a certain number.&lt;br /&gt;
* Automatically open locks after a few seconds of using the device.&lt;br /&gt;
* Fire a devastating energy blast, then break.&lt;br /&gt;
* Allow unleashing a stun field once per scene.&lt;br /&gt;
&lt;br /&gt;
=== Limits of Devices ===&lt;br /&gt;
You can’t use a Tesla Device to:&lt;br /&gt;
&lt;br /&gt;
* Interface with Analytical Intelligence.&lt;br /&gt;
* Interface with human minds except via brute-force emotional effects.&lt;br /&gt;
* Heal hit points or wounds (though other biological effects are possible)&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing is an important part of SCIENCE. When you create a Device, in most cases you can use it once immediately to check that it works. (Exceptions do exist - e.g. if you build a bomb, it might not be usable after testing. The Ref will tell you if this is the case.) This is mainly an excuse for players to show off their new tech at the interactives.&lt;br /&gt;
== Using a Device ==&lt;br /&gt;
Devices require a lot of maintenance to use outside laboratory conditions. Each party of players can take one Device on a linear; they are assumed to share the burden of keeping it running. Each character with the Tesla Technologist’s Create Device skill can bring a Device as well, being able to maintain it personally.&lt;br /&gt;
&lt;br /&gt;
Many Devices become broken when they are used outside of testing. This means that they can’t be used again and become scrap. &lt;br /&gt;
You can break down scrap at an interactive for a random Component; feel free to hand in the scrap at the start when collecting income or roleplay breaking it down in character.&lt;br /&gt;
&lt;br /&gt;
Some Devices may be exhausted when they are used instead; this means that they can’t be used until they recharge from the Tesla Towers, a process that can only be done when not under pressure.&lt;br /&gt;
&lt;br /&gt;
At the end of any linear on which a Device is used, or any interactive it is used at after testing, it is broken and becomes scrap. Devices that go a long time without being used also break down - at the end of each term extant Devices become useless and should be handed in to a Ref.&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=File:Gravity_Bomb.png&amp;diff=290</id>
		<title>File:Gravity Bomb.png</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=File:Gravity_Bomb.png&amp;diff=290"/>
		<updated>2025-09-24T17:41:17Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a card&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
	<entry>
		<id>https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=289</id>
		<title>Mantras</title>
		<link rel="alternate" type="text/html" href="https://lovelace.camlarp.co.uk/w/index.php?title=Mantras&amp;diff=289"/>
		<updated>2025-09-24T17:40:47Z</updated>

		<summary type="html">&lt;p&gt;Fortycakes: &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. Each such effect will note the &#039;&#039;&#039;strength&#039;&#039;&#039;.&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 truthfully answer 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;
=== 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;
Some Intuition-enhancing pharmaceuticals will have other 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;
=== Unwilling targets ===&lt;br /&gt;
You can instill a Mantra in an unwilling target, but you will need to meet both of the above conditions; you must suppress their rejection and overwhelm their defences. You must still engage them in conversation and speak the required answers; the target only needs to be able to hear you.&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;
== 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 BASH 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 (something good in melee)&lt;br /&gt;
|-&lt;br /&gt;
| Self-Erasing Sequence || 2 || When this Mantra is instilled, a previously instilled Mantra is erased. This Mantra also erases itself.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fortycakes</name></author>
	</entry>
</feed>