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	<title>Empire - User contributions [en]</title>
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	<updated>2026-04-06T04:13:43Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_territories&amp;diff=21522</id>
		<title>Imperial Orcs territories</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_territories&amp;diff=21522"/>
		<updated>2013-07-23T20:47:10Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though they control no territories, the Imperial Orcs are legally considered the tenth nation of the Empire. Some critics claim that the Imperial Orcs cannot be considered on par with &#039;&#039;&#039;real&#039;&#039;&#039; nations because they do not possess lands of their own but Imperial magistrates have repeatedly confirmed that any newly conquered territory could be assigned to the Imperial Orcs. &lt;br /&gt;
&lt;br /&gt;
The problem for the Imperial Orcs is that the assignment of newly conquered territories is determined by vote of the [[Imperial Senate]], but with no lands they possess no senators and hence no votes in the Senate. This problem is compounded by the other nations&#039; focus on reclaiming territories that were once part of their own lands; there is little chance they would be able to claim [[Holberg]] or [[Skarsind]] even if they wanted them. To gain lands of their own, the Imperial Orcs must look to the lands controlled by the barbarians that have never been part of the Empire.&lt;br /&gt;
&lt;br /&gt;
The Imperial Orcs strongly supported [[Empress Britta]], and fought in all her campaigns. She promised them her support in gaining lands for themselves if her campaign of expansion was successful, but with her death that promise remained unfulfilled.&lt;br /&gt;
{{CaptionedImage|file=BarbarianOrcs.jpg|align=right|width=400}}&lt;br /&gt;
==The Plan==&lt;br /&gt;
After the orcs agreed to join the Empire, the first problem that had to be addressed was where they would live. The human nations that had formed or joined the Empire held lands of their own. Territories that were liberated from the barbarians were incorporated into existing nations. But as slaves, the orcs claimed no lands of their own and no Imperial senators, not even the Freeborn were keen to offer the Imperial Orcs a home within their borders. To resolve the problem the representatives of the orcs proposed a simple plan - the orcs would become a nation without territories, claiming no land of their own until they could conquer one following Imperial statute. This proposal relieved the fears of many senators and helped to win the support of the League, although it was heavily criticized by the Highborn.&lt;br /&gt;
&lt;br /&gt;
Although decades have passed without any new territories being added to the Empire, the agreement still forms the basis for what most Imperial Orcs refer to simply as the &amp;quot;Plan&amp;quot;. Help the Empire conquer new lands and have the senate assign them to the Imperial Orc nation so that they will have a homeland of their own. Most Imperial Orcs are not naive about the obvious military, political and historical difficulties that must be overcome to achieve their plan, but many believe that their journey to full citizenship in the Empire will not be complete until they do so. As a result the leaders of the Imperial Orcs and the legions themselves make a deliberate effort to keep the orcs together as a people, enduring the hard life in the legion camps as a sacrifice that must be made to achieve their ultimate goal. Individuals who settle down in other nations are seen as undermining the moral imperative for the Imperial Orcs to be given lands of their own and are regarded with open hostility by many.&lt;br /&gt;
&lt;br /&gt;
==The Armies of the Imperial Orcs==&lt;br /&gt;
The Imperial Orcs have two armies which serve as  their homes and their main source of political power. The armies themselves were founded in the aftermath of the revolt, and initially they were geographically influenced. Today, however, the third generation of orcs attach themselves to the army with which they feel the greater philosophical attraction rather than basing their decision on which army their grandparents&#039; legion belonged to.&lt;br /&gt;
&lt;br /&gt;
Orcs do not generally wear a uniform symbol of the army they belong to, but some may add a white sun or a red lightning bolt.&lt;br /&gt;
&lt;br /&gt;
===The Winter Sun===&lt;br /&gt;
This army began with a core of orcs who had been slaves in [[Varushka]], [[Temeschwar]], [[Highguard]] and [[Wintermark]]. Vicious fighting against the Varushkan armies had decimated the numbers of the freed slaves in that nation, and harsh winters had contributed further to the death toll. The first magicians among the Imperial Orcs belonged to this army, however; they found it easiest to absorb the teachings of the Varushkan and Wintermark tutors the [[Urizen]] [[Urizen magical traditions#Magi|magi]] arranged for them. The hard core of the army were made up of many who had known [[Imperial Orcs history|Thrace]] and the other founders of the revolt personally, and they continued to develop the vision of freedom that had first spurred them to escape the mines.&lt;br /&gt;
&lt;br /&gt;
Today the Winter Sun is the more politically active of the two Imperial Orcs armies, but it is also the army most likely to use magic in pursuit of the Plan. They garner favours, both through military aid and careful use of their magical resources. More [[Imperial Orcs magical traditions#Warcasters|warcasters]] and [[Imperial Orcs magical traditions#Oathwrights|oathwrights]] fight under the banners of the Winter Sun than the Summer Storm, and they have more [[Preachers]].&lt;br /&gt;
&lt;br /&gt;
The first Imperial orc General leads the Winter Sun, and is appointed (or re-appointed) at the Winter solstice. This is a [[Imperial armies#Large|large]] army, and has the [[Keywords#Rugged|Rugged]] [[keywords|keyword]] representing a history of fighting in difficult terrain.&lt;br /&gt;
&lt;br /&gt;
===The Summer Storm===&lt;br /&gt;
This army was formed from orcs who had originally been slaves in [[Dawn]], [[The Marches]] and the southern and eastern cities of [[The League]]. Their uprising had taken part in the rich heartlands of the Empire, and they did not need to deal with the harsh northern climate that troubled orcs in Varushka, Wintermark and Highguard. They also tended to be better equipped; they were more able to loot weapons and armour, and were in a good position to deal with the &#039;war profiteers&#039; from [[The Brass Coast]] and League cities. Perhaps just as importantly, the southern slaves were often surprisingly well versed in tactics, subterfuge and trade than their northern cousins - many more of them had spent their time as bodyguards, bouncers or gladiators than in the north.&lt;br /&gt;
&lt;br /&gt;
Today the Summer Storm pride themselves on their military acumen. They are the hammer of the Imperial Orcs, well armed and armoured, &lt;br /&gt;
versed in strategy and tactics, and supported by cunning [[Imperial Orcs economic interests#Bonesetters|bonesetters]] and [[Imperial Orcs economic interests#thief-takers|thief-takers]]. They tend to be richer in terms of wealth and crafted items, and the first smiths and [[Crafting skills#Artisan|artisans]] were part of the Summer Storm.&lt;br /&gt;
&lt;br /&gt;
The second Imperial orc General leads the Summer Storm, and is appointed (or re-appointed) at the Summer Solstice. This is a [[Imperial armies#Large|large]] army, and has the [[Keywords#Disciplined|disciplined]] [[keywords|keyword]] that represents their indomitable fighting spirit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battles&amp;diff=20990</id>
		<title>Battles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battles&amp;diff=20990"/>
		<updated>2013-07-10T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Battles and skirmishes in Empire are the uptime aspect of the extensive military campaign conducted by the military council, and player Military Units to defend or expand the borders of the Empire. While the downtime campaign is certainly important, it provides the scenery and context for the uptime battles at events, and the importance of the decisions made by Imperial Generals as to which battles and skirmishes they will underake at events.&lt;br /&gt;
&lt;br /&gt;
Empire battles are always objective driven and highly likely to feature movement and maneuvering, often through wooded terrain.&lt;br /&gt;
&lt;br /&gt;
==Safety==&lt;br /&gt;
There are additional [[battle safety]] guidelines for all participants in battle.&lt;br /&gt;
&lt;br /&gt;
==Crew in Battles==&lt;br /&gt;
Empire battles use a mix of player volunteers and dedicated crew. Our [[battle crew]] have designated roles for overseeing the course of battles.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
The Functionaries of the Military Council will always know the primary objectives of a battle, informing the generals of what they are and a rough difficulty as worked out by Civil Service prognosticators. Battles are loosely graded as ‘easy’, ‘average’ or ‘hard’, though there may be variation between those difficulties depending on diverse circumstance (one hard battle may be more difficult than another). Secondary objectives may feature in many battles, these being plot or campaign relevant features. For example a notorious Orc Shaman might be on the battlefield whose capture or death would disrupt barbarian plans to perform rituals in the future, it might be possible to turn human slaves against their captors and so spread chaos through a region and so forth. Succeeding in those primary or secondary objectives will have significant effects on the overall military campaigns of the empire. Turning defeats into narrow escapes, reducing the casualties suffered by a campaign army, or removing skilled leadership from Barbarian armies.&lt;br /&gt;
&lt;br /&gt;
Each battle will be different, in some cases imperial troops will arrive without sight of any barbarian opponents, in others they might arrive and be engaged immediately.&lt;br /&gt;
&lt;br /&gt;
==Imperial Characters==&lt;br /&gt;
Functionaries in the Military Council and The Sentinel Gate will be able to inform Imperial Citizens when a portal to a battle opportunity is available and for how long.&lt;br /&gt;
&lt;br /&gt;
Those nations and banners going on a battle should be prepared to enter through the portal during that window of opportunity. While they may return from the battle at any time, the window to go to a battlefield is not long, and thus it is not possible to go back and forth, or to send later reinforcements if they should be needed. OOC&lt;br /&gt;
&lt;br /&gt;
On stepping through a portal to go on a battle or skirmish, players will then be timed out. Referees and other members of crew will assist players in going to the destination point for their teleport, on arriving there they will be timed in, arriving in the order and roughly the same formation as they walked through the portal.&lt;br /&gt;
&lt;br /&gt;
You may return to Anvil from the point you arrived at your destination. It is not possible to then return to the battle once you have left. Again, you will be timed out on stepping back through the portal and make your way to The Sentinel Gate at anvil, on stepping back through The Sentinel Gate you will time in back at anvil in the same condition as you left the off-field location.&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
Part of the social contract for Empire is that any player taking part in a battle as their Imperial Character is required to take part in a battle as a barbarian character.&lt;br /&gt;
&lt;br /&gt;
Some events will have more than two battle opportunities for the Generals to commit their nations to. When this is the case, you can select any one of the other battles you are not taking part in as your Imperial character to volunteer as a barbarian for. You may also choose to take part in more than one of those battles if you wish, and likewise can attend all of them if you have no intention of taking part in battles as your Imperial character but still wish to participate.&lt;br /&gt;
&lt;br /&gt;
Times for arriving at the crew area to be given necessary masks, armour etc. will be posted on a board outside GOD.&lt;br /&gt;
&lt;br /&gt;
On arrival to volunteer as a barbarian you will be supplied with masks and armour where appropriate by PD and briefed on your role. While it is generally the case that groups of players are able to play together as barbarians, there may be times when we wish particular weapon combinations or armour to fight in specific units (e.g. all archers together). PD Crew will ensure the battle is explained to you and assist you in getting into your role as a barbarian character.&lt;br /&gt;
&lt;br /&gt;
In some battles, barbarian reinforcements will arrive, this is to represent the barbarian numbers exceeding those of the number of barbarians we have available. To facilitate this, upon dying as a barbarian you should put your hand in the air, move clearly out of any engagement, and return to the designated place as explained to you by crew for that battle.&lt;br /&gt;
&lt;br /&gt;
While barbarians do have healers and will be using them, barbarian characters, unless otherwise informed, do not have a 3 minute death count. Barbarians can be considered dead (not Terminal) one minute after they have been reduced to 0 hits. At that point you should move yourself out of the fighting area with your hand in the air and return to the reinforcement location.&lt;br /&gt;
&lt;br /&gt;
While volunteering as a barbarian for Profound Decisions there are a number of guidelines you should follow:&lt;br /&gt;
&lt;br /&gt;
===Play the Ball, Not the Man===&lt;br /&gt;
As a barbarian your role is to provide an amazing challenge for the players who are playing their character, but it is important to stress that you are there to bring their adversaries to life, not to &#039;&#039;beat the players&#039;&#039; or &#039;&#039;kill characters&#039;&#039;. You must roleplay as a barbarian according to your brief and follow the instructions of your leaders and referees. It is up to the Imperial characters to win or lose the battle.&lt;br /&gt;
&lt;br /&gt;
===Remain IC and support immersion===&lt;br /&gt;
If you are unsure whether you were affected by a heroic ability or spell, then take the effect. The battle will be cooler for everyone if you react to the actions of the Imperials rather than arguing over whether an arrow hit a steel plate or leather instead.&lt;br /&gt;
&lt;br /&gt;
===Roleplay, roleplay, roleplay===&lt;br /&gt;
You should endeavour to roleplay your blows and injuries as much as possible. The challenge of the battle is set by the actions of the players, the choices they make and the characters set by the battle manager. Your goal is to make the battles and the fighting as atmospheric and immersive as possible, by emphasizing the roleplaying of the fights.&lt;br /&gt;
&lt;br /&gt;
===Roleplay Heroic Blows===&lt;br /&gt;
Do not deliberately aim heroic blows at hands and feet, while they are valid targets under the rules, they are not credible locations for a heroic blow under the spirit of the rules. As a barbarian your goal is to emphasize the heroic nature of this blow, by aiming a suitable strike at the torso or limbs of your enemy.&lt;br /&gt;
&lt;br /&gt;
===Roleplay warriors, not murderers===&lt;br /&gt;
Under no account should you use the execute call unless specifically briefed to do so by a referee. In general barbarians do not stop to execute fallen opponents while the fight is still ongoing. Forces like the Jotun in particular are noted for their honourable behaviour, allowing their enemies to withdraw if defeated and taking hostages.&lt;br /&gt;
&lt;br /&gt;
If the Imperial forces engage in widespread butchery, murdering barbarians who have fallen, then we will respond accordingly by providing our dedicated NPC crew with instructions to retaliate against the murderers.&lt;br /&gt;
&lt;br /&gt;
It is not helpful for player volunteers to execute player-characters under any circumstances, as this damages the trust in the volunteer system that is essential to the game.&lt;br /&gt;
&lt;br /&gt;
===Do not loot the Fallen===&lt;br /&gt;
Do not loot fallen Imperial characters unless specifically briefed to do so by a referee. In general barbarians are focussed on defeating their enemy and winning the battle, not collecting loot. In some battles specific NPCs from our dedicated monster team will be instructed to loot fallen characters for their wealth.&lt;br /&gt;
&lt;br /&gt;
It is not helpful for player volunteers to loot player-characters under any circumstances, like execution, this damages the trust in the volunteer system that is essential to the game.&lt;br /&gt;
&lt;br /&gt;
===Pay it Forwards===&lt;br /&gt;
Don&#039;t forget that as a barbarian you are there for the enjoyment of the Imperials as well, if you give them a great fight with amazing roleplay, they will want to do exactly the same for you.&lt;br /&gt;
&lt;br /&gt;
[[Category: Battles]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=19889</id>
		<title>Event safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=19889"/>
		<updated>2013-04-05T19:46:30Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fighting safely==&lt;br /&gt;
*&#039;&#039;&#039;You must pull all of your attacks so that they land with virtually no force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid hitting the groin, neck or face&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Try to avoid hitting the breasts or head where there is an alternative target&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid combat if you are drunk&#039;&#039;&#039;&lt;br /&gt;
It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:&lt;br /&gt;
&lt;br /&gt;
*When you use a weapon in combat, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more.&lt;br /&gt;
*You must not thrust with any weapon unless it is a thrust-safe pole-arm.&lt;br /&gt;
*You must avoid hitting the groin, neck, or face; you should avoid aiming at the breasts or head where there is a viable alternative target. &lt;br /&gt;
*You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it. &lt;br /&gt;
*You must not attempt to parry an arrow or bolt with a weapon.&lt;br /&gt;
*You must only throw a weapon if you know a Profound Decisions weapon checker has approved it for throwing. &lt;br /&gt;
*If you are using a bow then you must not pull the bow to full draw when shooting at a character who is nearby. You should adjust your pull appropriately for the distance of your target to ensure your arrow does not hurt them. You must not aim a bow or crossbow at the head.  &lt;br /&gt;
*If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume.&lt;br /&gt;
*If you are not using a one-handed weapon then you must follow the appropriate weapon grip rules for the category of weapon you are using.&lt;br /&gt;
*You must avoid combat if you are drunk.&lt;br /&gt;
&lt;br /&gt;
These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.&lt;br /&gt;
&lt;br /&gt;
==Safety in Battles==&lt;br /&gt;
Please read the additional [[battle safety]] guidelines.&lt;br /&gt;
&lt;br /&gt;
==Non-contact==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch or physically attack anyone with their hand in the air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can put your hand in the air to  indicate that no one should touch you&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you do this, your character is reduced to 0 hits and is now dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Profound Decisions do not guarantee that you will not be hit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=DawnFighting.jpg|align=right|width=450}}&lt;br /&gt;
You may have health reasons that mean you wish to avoid becoming involved in combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.&lt;br /&gt;
&lt;br /&gt;
If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately [[Combat#Dying|lose all your body hits and start dying]]. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.&lt;br /&gt;
&lt;br /&gt;
It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.&lt;br /&gt;
&lt;br /&gt;
If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact. &lt;br /&gt;
&lt;br /&gt;
It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.&lt;br /&gt;
&lt;br /&gt;
==Weapon checking==&lt;br /&gt;
*&#039;&#039;&#039;All your weapons must be checked at every event&#039;&#039;&#039;&lt;br /&gt;
You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you must put the item in your vehicle or leave it at GOD for the duration of the event. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.&lt;br /&gt;
&lt;br /&gt;
Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.&lt;br /&gt;
&lt;br /&gt;
If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.&lt;br /&gt;
&lt;br /&gt;
You can carry items such as a walking stick, wooden staff or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event. &lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
If you are in any doubt about an item of costume or armour then show the item to a weapon checker who can tell you if it is acceptable. &lt;br /&gt;
*&#039;&#039;&#039;Metal armour must be of a grade where it will not tear in use revealing sharp edges.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be suitable straps and attachments so armour does not come loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding sharp decoration such as spikes that could damage weapons or people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Grappling, body contact and shields==&lt;br /&gt;
*&#039;&#039;&#039;You must not grapple or make bodily contact while fighting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may hook shields with an axe but may not grab weapons with your hands&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may push with a shield but you may not shield barge&#039;&#039;&#039;&lt;br /&gt;
You must try to avoid body contact with other players during combat. You must not grapple or trip another player.&lt;br /&gt;
&lt;br /&gt;
If you have the prior permission of your opponent in a small fight then you may both decide that you are happy to allow each other to grapple or use other techniques. You must have the explicit permission of your opponent beforehand and you can only do this in a small, carefully planned fight between individuals such as a duel or display. Permission must be given to you personally; you must not assume that a player who is happy to grapple with a trusted friend is happy to grapple with you.&lt;br /&gt;
&lt;br /&gt;
You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.&lt;br /&gt;
&lt;br /&gt;
You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player. &lt;br /&gt;
&lt;br /&gt;
==General safety==&lt;br /&gt;
*&#039;&#039;&#039;Health and safety is everyone’s responsibility&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Do not attempt to defend a tent&#039;&#039;&#039;&lt;br /&gt;
Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.&lt;br /&gt;
{{CaptionedImage|file=Battle.jpg|align=left|width=400}}&lt;br /&gt;
If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.&lt;br /&gt;
&lt;br /&gt;
Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature. &lt;br /&gt;
&lt;br /&gt;
All tents are considered to be highly flammable in the Empire setting, so your character can easily fire a tent to force the occupants to come out. Obviously, you must not set fire to any object of this kind at an event; you must obtain a referee if you want to force other characters to come out of a tent in this manner.&lt;br /&gt;
&lt;br /&gt;
The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.&lt;br /&gt;
&lt;br /&gt;
==Man down==&lt;br /&gt;
*&#039;&#039;&#039;You should call MAN DOWN if you see anyone suffer a real injury&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must move away from an area if you hear this call&#039;&#039;&#039;&lt;br /&gt;
If a player suffers a real injury then you should call MAN DOWN. This call alerts all players to the fact that someone is genuinely hurt. If you hear this call then you must move away from the area so that no roleplaying or fighting is taking place near the injured person. You should alert the nearest member of crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Safety==&lt;br /&gt;
&lt;br /&gt;
===All weapons===&lt;br /&gt;
Weapons designed for live roleplaying are commonly constructed from a solid core that is surrounded in high-density foam and then covered with latex. Weapons must meet the following guidelines: &lt;br /&gt;
*&#039;&#039;&#039;The rigidity of the foam must protect the core and must not have degraded and become too soft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The layers of foam must be securely bonded to each other and not be delaminating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The right kind of foam must be used. High-density foam is the basic material and low-density foam must be used appropriately in collapsible tip weapons or in large hammerheads. This stops weapons being too heavy and having too much momentum&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The whole length of the core must be held securely in place and must not be moving freely inside the weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The tip reinforcement must not be protruding through the surface of the foam&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding hard or sharp objects such as gems or studs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be sufficient padding on the tip, guard, pommel and haft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The handle must be securely attached to the rest of the weapon and must not be loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon ‘whippy’ (long weapons)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Thrust safe polearms===&lt;br /&gt;
You may only thrust with a weapon that has been passed as ‘thrust-safe’ by a Profound Decisions weapons checker at that event.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Construction must combine a low-density foam tip with a high-density spear head&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specific construction guidelines will be forthcoming&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Missile weapons===&lt;br /&gt;
These are bows and crossbows designed to fire an LRP safe arrow or bolt. There is no bow competency testing at Profound Decisions events. We require any player using a bow to adhere to the same standards of safety and control as players using melee weapons. &lt;br /&gt;
*&#039;&#039;&#039;The string must be in good condition and must not be fraying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The body of the bow or crossbow, whether wood or fibreglass, must not show signs of cracking&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The string notches must not be worn and must be able to hold the string firmly&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Arrows &amp;amp; Bolts===&lt;br /&gt;
As well as checking before the start of the event, we recommend that you check these before and after each combat, as they may have become damaged. &lt;br /&gt;
*&#039;&#039;&#039;You must check the head, shaft and knock of any arrow or bolt you are given or recover yourself before firing. Failure to do so may see you removed from the battle or skirmish you are on.&lt;br /&gt;
*&#039;&#039;&#039;The shaft must be made of fibreglass or wood. Carbon fibre, aluminium and dowel are not allowed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must not be cracked or damaged&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flights must be adequate to keep the arrow stable in flight and must be properly attached to the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must have a proper nock which is securely attached&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Arrows must have a maximum draw position of 28” clearly marked if the possible draw length is greater than 28”&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrow must have some kind of blocker between the shaft and the foam of the arrowhead to stop the shaft pushing through&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;The head must be securely attached and not move on the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrowhead must be at least 50mm (55mm recommended) across and have a circular cross-section&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dome headed arrows are allowed as long as the width of the widest part of the soft foam dome, and the foam behind it are of the appropriate diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The soft foam portion of the head must be designed in such a way as to allow it to collapse fully (so there must be no latex within 5-10 mm of the face)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any gaffer tape used on the arrowhead must not be within 25mm of the face of the arrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Please take care when using shields in melee combat. You must not use the shield as a weapon. &lt;br /&gt;
For events in 2013 you will able to use shields with a rigid former at Empire. We will be monitoring rigid shields on an ongoing basis and it is possible that they may be removed as an option in future years. &lt;br /&gt;
Therefore if you are making or buying new shields avoiding rigid formers is strongly recommended.&lt;br /&gt;
*&#039;&#039;&#039;A rigid former may be used during 2013 Empire events, but shields should preferably be of full-foam construction&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you use a rigid former then there must be at least 6mm of high-density foam on the face and no protruding bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The rim must be padded all round. Note that pipe lagging will quickly degrade will likely be insufficient after a relatively short time&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handles must be securely fixed so that they do not cause the shield to “flap” from the arm/ hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wing nuts must not be used to secure straps and any protruding bolts must be cut short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Props===&lt;br /&gt;
Battle Props are items that are present in combat, but are not used as weapons. As they do not conform to the regulations that govern weapons and shields they must not be used for offence or active defence. As they are likely to be present in combat they must not have any extremely sharp protrusions. Otherwise they must be removed from the combat preferably in an out of the way area. &lt;br /&gt;
&lt;br /&gt;
All weapons and implements taken onto a battlefield must have been passed by a weapon checker. You cannot use a wooden staff as a mage staff, or a wooden stick as a wand on a battlefield, even if you do not intend to hit anyone with it.&lt;br /&gt;
&lt;br /&gt;
===Banned items===&lt;br /&gt;
The following items cannot be used at Empire events, either for reasons of safety or because they are unsuitable for the campaign. The traders are permitted to sell these items but only on the condition that they are collected at the end of the event. You must not carry these items on site in an IC area. &lt;br /&gt;
*&#039;&#039;&#039;Real weapons, including bayonets, re-enactment weapons and any sort of non-replica firearm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Modern or futuristic items such as chainswords or power armour as well as novelty items such as inflatable hammers and bananas, rubber or plastic combat knives, nerf guns etc.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No fireworks or pyrotechnics of any sort may be brought onto the site without the prior permission of Profound Decisions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Injection-moulded weapons will be treated on a case-by- case basis, as although they tend to soften up with use, some may be too heavy or too hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=19707</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=19707"/>
		<updated>2013-03-26T00:34:50Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magic Calls==&lt;br /&gt;
*&#039;&#039;&#039;There are six magic calls&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The magic calls do not affect targets that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All magic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The MASS call when combined with another magic call expands the range to a 20&#039; cone from the caster&#039;&#039;&#039;&lt;br /&gt;
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CURSE===&lt;br /&gt;
*&#039;&#039;&#039;You are cursed; see a ref for details when it is appropriate to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.&lt;br /&gt;
&lt;br /&gt;
===ENTANGLE===&lt;br /&gt;
*&#039;&#039;&#039;The target may not move their feet; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
*&#039;&#039;&#039;The target may talk but may not make any other movement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===REPEL===&lt;br /&gt;
*&#039;&#039;&#039;The target must move away from the caster at a brisk walk or faster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds or until you have retreated for 20’&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===VENOM===&lt;br /&gt;
*&#039;&#039;&#039;The target’s bleed time drops to zero; they become [[Combat#Terminal|Terminal]] immediately if they lose all body hits (and may not use the unstoppable ability)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
*&#039;&#039;&#039;The target may not use any [[Heroic skills|heroic skills]], utilize any Enchantments, use any mana or activate any magic items; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===MASS===&lt;br /&gt;
*&#039;&#039;&#039;MASS is a area effect call that expands the range of other calls to a 20&#039; cone (maximum 90 degrees) from the caster. It is commonly caused by rituals, though there are unnatural creatures in the world that can cause MASS effects.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*&#039;&#039;&#039;You must expend personal mana or crystalized mana to cast a spell&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every magician starts with four personal mana every day&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All spells require vocals clearly audible to everyone within a few metres&#039;&#039;&#039;&lt;br /&gt;
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].&lt;br /&gt;
&lt;br /&gt;
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell. &lt;br /&gt;
&lt;br /&gt;
Your personal mana replenishes overnight.&lt;br /&gt;
&lt;br /&gt;
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Must be a weapon safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to change the casting time or extend the range of regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it clear that they are magical implements and not weapons. &lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour==&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Providers 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
&lt;br /&gt;
* Circlet (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
{{RulesRituals}}&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic2.jpg|align=right|width=400}}&lt;br /&gt;
{{RulesRitualsText}}&lt;br /&gt;
&lt;br /&gt;
===Performing a Ritual===&lt;br /&gt;
[[Rituals]] require several minutes of [[appropriate roleplaying]].&lt;br /&gt;
&lt;br /&gt;
It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.&lt;br /&gt;
&lt;br /&gt;
You cannot perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
Ritualists can cooperate to perform a ritual by creating a [[Rituals#Covens|coven]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=19442</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=19442"/>
		<updated>2013-03-23T23:32:25Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magic Calls==&lt;br /&gt;
*&#039;&#039;&#039;There are six magic calls&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The magic calls do not affect targets that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All magic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CURSE===&lt;br /&gt;
*&#039;&#039;&#039;You are cursed; see a ref for details when it is appropriate to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.&lt;br /&gt;
&lt;br /&gt;
===ENTANGLE===&lt;br /&gt;
*&#039;&#039;&#039;The target may not move their feet; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
*&#039;&#039;&#039;The target may talk but may not make any other movement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===REPEL===&lt;br /&gt;
*&#039;&#039;&#039;The target must move away from the caster at a brisk walk or faster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds or until you have retreated for 20’&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===VENOM===&lt;br /&gt;
*&#039;&#039;&#039;The target’s bleed time drops to zero; they become [[Combat#Terminal|Terminal]] immediately if they lose all body hits (and may not use the unstoppable ability)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
*&#039;&#039;&#039;The target may not use any [[Heroic skills|heroic skills]], utilize any Enchantments, use any mana or activate any magic items; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*&#039;&#039;&#039;You must expend personal mana or crystalized mana to cast a spell&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every magician starts with four personal mana every day&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All spells require vocals clearly audible to everyone within a few metres&#039;&#039;&#039;&lt;br /&gt;
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].&lt;br /&gt;
&lt;br /&gt;
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell. &lt;br /&gt;
&lt;br /&gt;
Your personal mana replenishes overnight.&lt;br /&gt;
&lt;br /&gt;
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Must be a weapon safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to change the casting time or extend the range of regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it clear that they are magical implements and not weapons. &lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour==&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Providers 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
&lt;br /&gt;
* Circlet (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
{{RulesRituals}}&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic2.jpg|align=right|width=400}}&lt;br /&gt;
{{RulesRitualsText}}&lt;br /&gt;
&lt;br /&gt;
===Performing a Ritual===&lt;br /&gt;
[[Rituals]] require several minutes of [[appropriate roleplaying]].&lt;br /&gt;
&lt;br /&gt;
It should be obvious to everyone nearby that you are performing a ritual. While it is possible to conceal precisely what your ritual is intended to achieve, it is against the spirit of ritual magic to intentionally perform a ritual that appears to have an opposite effect. For example, performing a ritual that looks as if it is intended to heal someone that is actually intended to destroy one of their magic items is inappropriate.&lt;br /&gt;
&lt;br /&gt;
Ritualists can cooperate to perform a ritual by creating a [[Rituals#Covens|coven]]&lt;br /&gt;
&lt;br /&gt;
You cannot perform rituals while wearing armour&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Web_of_Celestial_Attunement&amp;diff=19092</id>
		<title>Web of Celestial Attunement</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Web_of_Celestial_Attunement&amp;diff=19092"/>
		<updated>2013-03-22T17:19:42Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
This valuable item is usually crafted in the form of a sphere of [[Materials#Dragonbone|dragonbone]] contained inside an orb of glass, crystal or metal and bound with an intricate web of [[Materials#Orichalcum|orichalcum]] with shards of [[Materials#Tempest Jade|tempest jade]] at various carefully chosen junctions. It is infused with potent enchantments and attuned to the network of bonds and oaths between [[Groups#Covens|coven]] members. Many covens believe that the &#039;covenstone&#039; is most powerful when it is allowed to &#039;align&#039; itself with the magical interconnections of the coven that wields it, and may customarily meet up at least once a day to each handle the stone in turn for a few moments - often as part of another activity such as a meal or review of the day.&lt;br /&gt;
&lt;br /&gt;
While the powers of the item are not excessive, webs of celestial attunement have been used to perform some of the most powerful magics in the history of the Empire. For example, it is a matter of record that when [[Urizen]] magicians defeated the miasma of dread created by the [[volodny]] supporters of [[Alderei the Fair]] it was with the union of several covens using these items. Likewise, the initial magics used to lay out the pattern of the trods were performed through the cooperation of multiple [[Navarr]] covens. According to many historians, these items were developed in the time of Terunael, where their use was much more widespread. Covens of both nations make use of them today in their various roles as mediators, facilitators and supporters to the folk of other nations.&lt;br /&gt;
&lt;br /&gt;
The magic of a web of celestial attunement mirrors that of the [[Volhov&#039;s robe]]. It allows covens to co-operate without having to abandon their own oaths, or the structure of their own band. Even more potent is the ability for several covens attuned to a web of celestial attunement to link together by using their covenstone on a single other target ritual group. The real difficulty in using these items comes in the human sphere - aligning different approaches to magic, discussing the details of how the ritual will be performed, and even agreeing on the actual ritual and what it will achieve are all obstacles that must be overcome before the true potence of the web can be unleashed.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Paraphernalia]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Your [[Groups#Covens|coven]] may join another coven and perform a single ritual together. This counts as a daily ritual use by your coven as well as the target coven. While your covens may perform a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that effects an entire coven will only effect the target coven, not both covens). Your coven does not gain the benefit of the other coven&#039;s [[paraphenalia]] while performing a joint ritual.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a web of celestial attunement requires ten measures of [[Materials#Dragonbone|dragonbone]], seven ingots of [[Materials#Tempest Jade|tempest jade]] and five ingots of [[Materials#Orichalcum|orichalcum]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Paraphernalia]]&lt;br /&gt;
[[Category:Descriptive_Text_Required]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19091</id>
		<title>Volhov&#039;s Robe</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19091"/>
		<updated>2013-03-22T17:17:32Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} {{CaptionedImage|file= Volhovrobe.jpg|title=Volhov&#039;s Robe|align=right|width=400|caption=Costume: By Jo Perridge}}&lt;br /&gt;
==Description==&lt;br /&gt;
A very long time ago, robes such as these were used as the basis of all co-operative ritual magic. Magicians everywhere made use of them, and of robes like them. When magicians began to understand how to form [[Groups#Covens|covens]], however, the robes became less and less relevant and eventually fell out of favour. In the Empire today, they are primarily used by ritualists who have for one reason or another lost their coven or chosen to avoid being tied down to a single band. They allow these individuals to offer aid to existing covens without needing to swear that band&#039;s oath, or become bonded to the group.&lt;br /&gt;
&lt;br /&gt;
Once called simply &#039;&#039;ritual robes&#039;&#039;, today they are named for the itinerant [[Varushka magical traditions#Volhov|volhov]]. The wandering [[Varushka|Varushkan]] magicians are the people who make the most use of them, appreciating the ability to stay mobile and independent while at the same time being able to offer their magical expertise to [[Varushka magical traditions#Cabalists|cabalists]] and other volhov that they encounter on their adventures. Even the [[Urizen]] and the [[Navarr]], both nations who see great value in a skilled individual being able to help an established coven, have taken to calling them by the common name rather than continuing to call them the &#039;&#039;diplomat&#039;s robe&#039;&#039; as they allegedly did during the early years prior to the founding of Terunael.&lt;br /&gt;
&lt;br /&gt;
They are also moderately popular in [[The League]] where they are often designed to resemble the long, multi-coloured coats that are occasionally fashionable with street performers. A small sub-culture of League [[Mountebank|mountebanks]] with ritual lore are known to make extensive use of them, offering their assistance as &#039;ritualists for hire&#039; to more organised mountebank bands and even occasionally coming together to form highly informal pseudo-covens in pursuit of less-then-reputable enterprises. &lt;br /&gt;
&lt;br /&gt;
Some foreign nations may still make extensive use of these items, especially those who have not embraced the idea of forming covens. A similar effect can be gained by using a [[Web of Celestial Attunement]], a covenstone that allows a coven to aid another coven.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Robes.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Twice per day you can take part in a ritual with a coven of the same nation. When you use this ability, it counts towards the daily limit of coven rituals you can perform. You cannot be in a coven when you use this robe. Two (or more) solo ritualists with Volhov&#039;s robes may use the robes to perform a coven ritual together. However, this then counts as a use of the coven bond for all participants. As there is no coven bond to make use of, coven rituals performed solely through the use of Volhov&#039;s robes may not be combined with ritual [[paraphenalia]]. &lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a volhov&#039;s robe requires five measures of [[Materials#Dragonbone|dragonbone]] and three measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Robes]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19090</id>
		<title>Volhov&#039;s Robe</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19090"/>
		<updated>2013-03-22T17:17:09Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} {{CaptionedImage|file= Volhovrobe.jpg|title=Volhov&#039;s Robe|align=right|width=400|caption=Costume: By Jo Perridge}}&lt;br /&gt;
==Description==&lt;br /&gt;
A very long time ago, robes such as these were used as the basis of all co-operative ritual magic. Magicians everywhere made use of them, and of robes like them. When magicians began to understand how to form [[Groups#Covens|covens]], however, the robes became less and less relevant and eventually fell out of favour. In the Empire today, they are primarily used by ritualists who have for one reason or another lost their coven or chosen to avoid being tied down to a single band. They allow these individuals to offer aid to existing covens without needing to swear that band&#039;s oath, or become bonded to the group.&lt;br /&gt;
&lt;br /&gt;
Once called simply &#039;&#039;ritual robes&#039;&#039;, today they are named for the itinerant [[Varushka magical traditions#Volhov|volhov]]. The wandering [[Varushka|Varushkan]] magicians are the people who make the most use of them, appreciating the ability to stay mobile and independent while at the same time being able to offer their magical expertise to [[Varushka magical traditions#Cabalists|cabalists]] and other volhov that they encounter on their adventures. Even the [[Urizen]] and the [[Navarr]], both nations who see great value in a skilled individual being able to help an established coven, have taken to calling them by the common name rather than continuing to call them the &#039;&#039;diplomat&#039;s robe&#039;&#039; as they allegedly did during the early years prior to the founding of Terunael.&lt;br /&gt;
&lt;br /&gt;
They are also moderately popular in [[The League]] where they are often designed to resemble the long, multi-coloured coats that are occasionally fashionable with street performers. A small sub-culture of League [[Mountebank|mountebanks]] with ritual lore are known to make extensive use of them, offering their assistance as &#039;ritualists for hire&#039; to more organised mountebank bands and even occasionally coming together to form highly informal pseudo-covens in pursuit of less-then-reputable enterprises. &lt;br /&gt;
&lt;br /&gt;
Some foreign nations may still make extensive use of these items, especially those who have not embraced the idea of forming covens. A similar effect can be gained by using a [[Web of Celestial Attunement]], a covenstone that allows a coven to aid another coven.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Robes.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Twice per day you can take part in a ritual with a coven of the same nation. When you use this ability, it counts towards the daily limit of coven rituals you can perform. You cannot be in a coven when you use this robe. Two (or more) solo ritualists with Volhov&#039;s robes may use the robes to perform a coven ritual together. However, this then counts as a use of the coven bond for both. As there is no coven bond to make use of, coven rituals performed solely through the use of Volhov&#039;s robes may not be combined with ritual [[paraphenalia]]. &lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a volhov&#039;s robe requires five measures of [[Materials#Dragonbone|dragonbone]] and three measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Robes]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19083</id>
		<title>Volhov&#039;s Robe</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volhov%27s_Robe&amp;diff=19083"/>
		<updated>2013-03-22T17:08:16Z</updated>

		<summary type="html">&lt;p&gt;Paul: clarified solo ritualists combining.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} {{CaptionedImage|file= Volhovrobe.jpg|title=Volhov&#039;s Robe|align=right|width=400|caption=Costume: By Jo Perridge}}&lt;br /&gt;
==Description==&lt;br /&gt;
A very long time ago, robes such as these were used as the basis of all co-operative ritual magic. Magicians everywhere made use of them, and of robes like them. When magicians began to understand how to form [[Groups#Covens|covens]], however, the robes became less and less relevant and eventually fell out of favour. In the Empire today, they are primarily used by ritualists who have for one reason or another lost their coven or chosen to avoid being tied down to a single band. They allow these individuals to offer aid to existing covens without needing to swear that band&#039;s oath, or become bonded to the group.&lt;br /&gt;
&lt;br /&gt;
Once called simply &#039;&#039;ritual robes&#039;&#039;, today they are named for the itinerant [[Varushka magical traditions#Volhov|volhov]]. The wandering [[Varushka|Varushkan]] magicians are the people who make the most use of them, appreciating the ability to stay mobile and independent while at the same time being able to offer their magical expertise to [[Varushka magical traditions#Cabalists|cabalists]] and other volhov that they encounter on their adventures. Even the [[Urizen]] and the [[Navarr]], both nations who see great value in a skilled individual being able to help an established coven, have taken to calling them by the common name rather than continuing to call them the &#039;&#039;diplomat&#039;s robe&#039;&#039; as they allegedly did during the early years prior to the founding of Terunael.&lt;br /&gt;
&lt;br /&gt;
They are also moderately popular in [[The League]] where they are often designed to resemble the long, multi-coloured coats that are occasionally fashionable with street performers. A small sub-culture of League [[Mountebank|mountebanks]] with ritual lore are known to make extensive use of them, offering their assistance as &#039;ritualists for hire&#039; to more organised mountebank bands and even occasionally coming together to form highly informal pseudo-covens in pursuit of less-then-reputable enterprises. &lt;br /&gt;
&lt;br /&gt;
Some foreign nations may still make extensive use of these items, especially those who have not embraced the idea of forming covens. A similar effect can be gained by using a [[Web of Celestial Attunement]], a covenstone that allows a coven to aid another coven.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Robes.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Twice per day you can take part in a ritual with a coven of the same nation. When you use this ability, it counts towards the daily limit of coven rituals you can perform. You cannot be in a coven when you use this robe. Two solo ritualists with Volhov&#039;s robes may use the robes to perform a coven ritual together. However, this then counts as a use of the coven bond for both.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a volhov&#039;s robe requires five measures of [[Materials#Dragonbone|dragonbone]] and three measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Robes]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fleet&amp;diff=18735</id>
		<title>Fleet</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fleet&amp;diff=18735"/>
		<updated>2013-03-18T16:25:02Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Fleets are able to sail to foreign ports to trade for resources and precious items that are valuable in the Empire.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
If the players does not select a downtime option for their fleet, it is randomly assigned a single foreign port to visit between events. The owner gains the resources to be had from trading at that port.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
You may choose one of seven foreign ports to trade with, or one of two ports to raid. The resources that each port provides are listed below.&lt;br /&gt;
&lt;br /&gt;
===Foreign Ports===&lt;br /&gt;
&lt;br /&gt;
====Nemoria (Asavean Archipelago)====&lt;br /&gt;
3 doses of cerulean mazzarine, 3 ingots of orichalcum, 3 measures of iridescent gloaming and 2 ingots of tempest jade.&lt;br /&gt;
&lt;br /&gt;
====The Sarcophan Delves====&lt;br /&gt;
3 doses of marrowort and imperial roseweald, 3 measures of beggar&#039;s lye and 3 ingots of weltsilver.&lt;br /&gt;
&lt;br /&gt;
====Vezak (Southern Principalities of Jarm)====&lt;br /&gt;
3 measures of dragonbone and ambergelt and 3 mana crystals.&lt;br /&gt;
&lt;br /&gt;
====Kavor (Northern Principalities of Jarm)====&lt;br /&gt;
4 doses of cerulean mazzarine, 3 ingots of green iron, 3 measures of iridescent gloaming and ambergelt and 1 mana crystal&lt;br /&gt;
&lt;br /&gt;
====Leerdam (Eastern Commonwealth)====&lt;br /&gt;
3 doses of bladeroot, 3 ingots of tempest jade, 3 ingots of green iron and 2 measures of beggar&#039;s Lye.&lt;br /&gt;
&lt;br /&gt;
====Volkavaar (Western Commonwealth)====&lt;br /&gt;
3 measures of ambergelt, 3 measures of weltsilver and 3 mana crystals.&lt;br /&gt;
&lt;br /&gt;
====Zemeh (The Sumaah Republic)====&lt;br /&gt;
4 ingots of orichalcum, 4 measures of dragonbone and 3 vials of liao.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Ports===&lt;br /&gt;
&lt;br /&gt;
====Kierheim (Jotun)====&lt;br /&gt;
3 ingots of orichalcum, 3 measures of ambergelt, 2 drams of Bladeroot, 1 measure of dragonbone and 30 rings&lt;br /&gt;
&lt;br /&gt;
====Dubhtraig (Broken Shore)====&lt;br /&gt;
3 ingots of tempest jade, 2 ingots of green iron, 54 rings, 1 imperial roseweald and 1 mana crystal&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A fleet can be upgraded using weirwood obtained from the Bourse. A fleet produces more valuable resources each time it is upgraded, according to this chart of [[foreign ports]].&lt;br /&gt;
&lt;br /&gt;
To upgrade a fleet requires Imperial Wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs costs 2 Imperial Wains of weirwood, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
Instead of Trading with a Foreign port or Raiding a Barbarian port, you may choose to Raid a Foreign port or Trade with a Barbarian port. Doing either provides 1 additional effective level to the personal resource for the purposes of that action.&lt;br /&gt;
&lt;br /&gt;
Raiding a Foreign port will aggravate that nation. If sufficient raiding occurs it will lead to the port being closed to the Empire, and therefore unavailable for trading. If this occurs it will still be possible to raid that port, but there will no longer be a bonus for doing so. Further raids against that port may result in them offering aid to the Empire&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
Trading with a barbarian port will aid those Barbarians. It will not make them more friendly to the Empire, and indeed is illegal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gnawing,_Endless_Hunger&amp;diff=18726</id>
		<title>Gnawing, Endless Hunger</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gnawing,_Endless_Hunger&amp;diff=18726"/>
		<updated>2013-03-18T16:02:26Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Winter|20}}&lt;br /&gt;
&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}}  The target character must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{curse}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
This ritual creates a [[curse]] that is delivered to a target with a [[curse#Pronouncement of Doom|pronouncement of doom]].&lt;br /&gt;
&lt;br /&gt;
While under the curse, the target experiences a powerful [[roleplaying effect]]; they are constantly hungry and thirsty. Wholesome food or drink consumed tastes of nothing at all, but the ritual gives no ability to consume rotting meat or other unwholesome substances which will taste just as unpalatable as ever..&lt;br /&gt;
&lt;br /&gt;
In addition, while under the curse the target cannot benefit from [[Bladeroot]], [[True Vervain]], [[Marrowort]], [[Cerulean Mazzarine]] or [[Imperial Roseweald]], nor any [[potion]] brewed from them. The herb or potion is used up, but has no effect. If a character applies a herb to you using the [[Surgical skills#Physick|physick]] skill, you should let them know afterwards that it has had no effect.. &lt;br /&gt;
&lt;br /&gt;
While the curse is also unaffected by ingested herbal poisons, including [[Legacy of Thorns#Gutwrench|Gutwrench]], [[Philtres of the High Peaks#Tisane of the Stuttering Fool|Tisane of the Stuttering Fool]] and [[Philtres of War#Tincture of the Whipped Cur|Tincture of the Whipped Cur]]. The exeption to this protection is that the [[Magic overview#VENOM|VENOM]] and [[Magic overview#WEAKNESS|WEAKNESS]] calls from [[Legacy of Thorns#Redwillow Paste|Redwillow Paste]] and [[Legacy of Thorns#Oil of Blackthorn|Oil of Blackthorn]] have their full effect on you.&lt;br /&gt;
&lt;br /&gt;
{{Year Duration}}&lt;br /&gt;
&lt;br /&gt;
===Removing the Curse===&lt;br /&gt;
The curse can be removed by certain powerful creatures or items. It can also be alleviated by powerful rituals that remove hunger..&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This horrible curse creates a constant, gnawing hunger and unquenchable thirst which serves to make the target miserable. The curse is horrible, but it is doubly horrible to warriors or magicians who expect to place themselves in harm&#039;s way because it also robs the wholesome qualities of herbs. This means that not only can the target not be treated by the herbal arts of the [[Surgical skills#Physick|physick]], they cannot benefit from the many useful potions created by an [[Surgical skills#Apothecary|apothecary]]. Consumables that are not made from herbs will have their normal effect, although they will still taste bland - for example, a target could not drink [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] or sea-water safely.&lt;br /&gt;
&lt;br /&gt;
Until the curse is delivered (or fails), the ritualists who performed the curse also feel ravenously hungry and thirsty. While this may make them uncomfortable, it does not prevent them from benefiting from or being harmed by herbal substances.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many curses this ritual often involves a recitation.of the grievances against the target; the destruction of wholesome food or drink - wine mixed with blood or spit is often poured out onto the ground. The rune [[Kyrop]] is often evoked, symbolising the weakness that the curse will bring.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Navarr flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:IC Text Required]]&lt;br /&gt;
[[Category:Descriptive Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=18404</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=18404"/>
		<updated>2013-03-15T17:10:40Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
While being treated with the [[Surgical skills#Chirurgeon|chirurgeon]] skill, your &#039;death count&#039; is paused, you are still dying, and subject to all the other rules associated with the state. If the chirurgeon does not complete at least 30 seconds of roleplay to restore you to one hit, then your &#039;death count&#039; will resume with the same time remaining.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon, implement or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon, implement or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon in the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Shield Type&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Max Dimensions&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Buckler&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;15&amp;quot; (40cm) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Round shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; (1m) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; by 24&amp;quot; (1m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Kite/Heater shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Armour made from steel or a similar weight metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If there are plates used they must be at least 1mm thick&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Butchers Mail and Ring Mail are not included as heavy armour, regardless of the materials used&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boudary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=16756</id>
		<title>Event safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=16756"/>
		<updated>2013-01-30T23:23:09Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Fighting safely==&lt;br /&gt;
*&#039;&#039;&#039;You must pull all of your attacks so that they land with virtually no force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid aiming for the groin, breasts, neck, or head&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid combat if you are drunk&#039;&#039;&#039;&lt;br /&gt;
It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:&lt;br /&gt;
&lt;br /&gt;
*When you use a weapon in combat, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more.&lt;br /&gt;
*You must not thrust with any weapon unless it is a thrust-safe pole-arm.&lt;br /&gt;
*You must avoid hitting the groin, neck, or face; you should avoid aiming at the breasts or head where there is a viable alternative target. &lt;br /&gt;
*You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it. &lt;br /&gt;
*You must not attempt to parry an arrow or bolt with a weapon.&lt;br /&gt;
*You must only throw a weapon if you know a Profound Decisions weapon checker has approved it for throwing. &lt;br /&gt;
*If you are using a bow then you must not pull the bow to full draw when shooting at a character who is nearby. You should adjust your pull appropriately for the distance of your target to ensure your arrow does not hurt them. You must not aim a bow or crossbow at the head.  &lt;br /&gt;
*If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume.&lt;br /&gt;
*If you are not using a one-handed weapon then you must follow the appropriate weapon grip rules for the category of weapon you are using.&lt;br /&gt;
*You must avoid combat if you are drunk.&lt;br /&gt;
&lt;br /&gt;
These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.&lt;br /&gt;
&lt;br /&gt;
==Non-contact==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch or physically attack anyone with their hand in the air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can put your hand in the air to  indicate that no one should touch you&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you do this, your character is reduced to 0 hits and is now dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Profound Decisions do not guarantee that you will not be hit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=DawnFighting.jpg|align=right|width=450}}&lt;br /&gt;
You may have health reasons that mean you wish to avoid becoming involved in combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.&lt;br /&gt;
&lt;br /&gt;
If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately [[Combat#Dying|lose all your body hits and start dying]]. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.&lt;br /&gt;
&lt;br /&gt;
It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.&lt;br /&gt;
&lt;br /&gt;
If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact. &lt;br /&gt;
&lt;br /&gt;
It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.&lt;br /&gt;
&lt;br /&gt;
==Weapon checking==&lt;br /&gt;
*&#039;&#039;&#039;All your weapons must be checked at every event&#039;&#039;&#039;&lt;br /&gt;
You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you must put the item in your vehicle or leave it at GOD for the duration of the event. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.&lt;br /&gt;
&lt;br /&gt;
Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.&lt;br /&gt;
&lt;br /&gt;
If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.&lt;br /&gt;
&lt;br /&gt;
You can carry items such as a walking stick, wooden staff or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event. &lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
If you are in any doubt about an item of costume or armour then show the item to a weapon checker who can tell you if it is acceptable. &lt;br /&gt;
*&#039;&#039;&#039;Metal armour must be of a grade where it will not tear in use revealing sharp edges.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be suitable straps and attachments so armour does not come loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding sharp decoration such as spikes that could damage weapons or people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Grappling, body contact and shields==&lt;br /&gt;
*&#039;&#039;&#039;You must not grapple or make bodily contact while fighting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may hook shields with an axe but may not grab weapons with your hands&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may push with a shield but you may not shield barge&#039;&#039;&#039;&lt;br /&gt;
You must try to avoid body contact with other players during combat. You must not grapple or trip another player.&lt;br /&gt;
&lt;br /&gt;
If you have the prior permission of your opponent in a small fight then you may both decide that you are happy to allow each other to grapple or use other techniques. You must have the explicit permission of your opponent beforehand and you can only do this in a small, carefully planned fight between individuals such as a duel or display. Permission must be given to you personally; you must not assume that a player who is happy to grapple with a trusted friend is happy to grapple with you.&lt;br /&gt;
&lt;br /&gt;
You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.&lt;br /&gt;
&lt;br /&gt;
You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player. &lt;br /&gt;
&lt;br /&gt;
==General safety==&lt;br /&gt;
*&#039;&#039;&#039;Health and safety is everyone’s responsibility&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Do not attempt to defend a tent&#039;&#039;&#039;&lt;br /&gt;
Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.&lt;br /&gt;
{{CaptionedImage|file=Battle.jpg|align=left|width=400}}&lt;br /&gt;
If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.&lt;br /&gt;
&lt;br /&gt;
Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature. &lt;br /&gt;
&lt;br /&gt;
All tents are considered to be highly flammable in the Empire setting, so your character can easily fire a tent to force the occupants to come out. Obviously, you must not set fire to any object of this kind at an event; you must obtain a referee if you want to force other characters to come out of a tent in this manner.&lt;br /&gt;
&lt;br /&gt;
The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.&lt;br /&gt;
&lt;br /&gt;
==Man down==&lt;br /&gt;
*&#039;&#039;&#039;You should call MAN DOWN if you see anyone suffer a real injury&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must move away from an area if you hear this call&#039;&#039;&#039;&lt;br /&gt;
If a player suffers a real injury then you should call MAN DOWN. This call alerts all players to the fact that someone is genuinely hurt. If you hear this call then you must move away from the area so that no roleplaying or fighting is taking place near the injured person. You should alert the nearest member of crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Safety==&lt;br /&gt;
&lt;br /&gt;
===All weapons===&lt;br /&gt;
Weapons designed for live roleplaying are commonly constructed from a solid core that is surrounded in high-density foam and then covered with latex. Weapons must meet the following guidelines: &lt;br /&gt;
*&#039;&#039;&#039;The rigidity of the foam must protect the core and must not have degraded and become too soft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The layers of foam must be securely bonded to each other and not be delaminating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The right kind of foam must be used. High-density foam is the basic material and low-density foam must be used appropriately in collapsible tip weapons or in large hammerheads. This stops weapons being too heavy and having too much momentum&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The whole length of the core must be held securely in place and must not be moving freely inside the weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The tip reinforcement must not be protruding through the surface of the foam&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding hard or sharp objects such as gems or studs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be sufficient padding on the tip, guard, pommel and haft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The handle must be securely attached to the rest of the weapon and must not be loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon ‘whippy’ (long weapons)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Thrust safe polearms===&lt;br /&gt;
You may only thrust with a weapon that has been passed as ‘thrust-safe’ by a Profound Decisions weapons checker at that event.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Construction must combine a low-density foam tip with a high-density spear head&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specific construction guidelines will be forthcoming&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Missile weapons===&lt;br /&gt;
These are bows and crossbows designed to fire an LRP safe arrow or bolt. There is no bow competency testing at Profound Decisions events. We require any player using a bow to adhere to the same standards of safety and control as players using melee weapons. &lt;br /&gt;
*&#039;&#039;&#039;The string must be in good condition and must not be fraying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The body of the bow or crossbow, whether wood or fibreglass, must not show signs of cracking&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The string notches must not be worn and must be able to hold the string firmly&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Arrows &amp;amp; Bolts===&lt;br /&gt;
As well as checking before the start of the event, we recommend that you check these before and after each combat, as they may have become damaged. &lt;br /&gt;
*&#039;&#039;&#039;The shaft must be made of fibreglass or wood. Carbon fibre, aluminium and dowel are not allowed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must not be cracked or damaged&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flights must be adequate to keep the arrow stable in flight and must be properly attached to the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must have a proper nock which is securely attached&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Arrows must have a maximum draw position of 28” clearly marked if the possible draw length is greater than 28”&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrow must have some kind of blocker between the shaft and the foam of the arrowhead to stop the shaft pushing through&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;The head must be securely attached and not move on the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrowhead must be at least 50mm (55mm recommended) across and have a circular cross-section&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dome headed arrows are allowed as long as the width of the widest part of the soft foam dome, and the foam behind it are of the appropriate diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The soft foam portion of the head must be designed in such a way as to allow it to collapse fully (so there must be no latex within 5-10 mm of the face)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any gaffer tape used on the arrowhead must not be within 25mm of the face of the arrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Please take care when using shields in melee combat. You must not use the shield as a weapon. &lt;br /&gt;
For events in 2013 you will able to use shields with a rigid former at Empire. We will be monitoring rigid shields on an ongoing basis and it is possible that they may be removed as an option in future years. &lt;br /&gt;
Therefore if you are making or buying new shields avoiding solid formers is strongly recommended.&lt;br /&gt;
*&#039;&#039;&#039;A solid former may be used during 2013 Empire events, but shields should preferably be of full-foam construction&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you use a rigid former then there must be at least 6mm of high-density foam on the face and no protruding bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The rim must be padded all round. Note that pipe lagging will quickly degrade will likely be insufficient after a relatively short time&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handles must be securely fixed so that they do not cause the shield to “flap” from the arm/ hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wing nuts must not be used to secure straps and any protruding bolts must be cut short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Props===&lt;br /&gt;
Battle Props are items that are present in combat, but are not used as weapons. As they do not conform to the regulations that govern weapons and shields they must not be used for offence or active defence. As they are likely to be present in combat they must not have any extremely sharp protrusions. Otherwise they must be removed from the combat preferably in an out of the way area. &lt;br /&gt;
&lt;br /&gt;
All weapons and implements taken onto a battlefield must have been passed by a weapon checker. You cannot use a wooden staff as a mage staff, or a wooden stick as a wand on a battlefield, even if you do not intend to hit anyone with it.&lt;br /&gt;
&lt;br /&gt;
===Banned items===&lt;br /&gt;
The following items cannot be used at Empire events, either for reasons of safety or because they are unsuitable for the campaign. The traders are permitted to sell these items but only on the condition that they are collected at the end of the event. You must not carry these items on site in an IC area. &lt;br /&gt;
*&#039;&#039;&#039;Real weapons, including bayonets, re-enactment weapons and any sort of non-replica firearm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Modern or futuristic items such as chainswords or power armour as well as novelty items such as inflatable hammers and bananas, rubber or plastic combat knives, nerf guns etc.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No fireworks or pyrotechnics of any sort may be brought onto the site without the prior permission of Profound Decisions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Injection-moulded weapons will be treated on a case-by- case basis, as although they tend to soften up with use, some may be too heavy or too hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trollsweave_Vest&amp;diff=16390</id>
		<title>Trollsweave Vest</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trollsweave_Vest&amp;diff=16390"/>
		<updated>2013-01-26T14:44:09Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
The cloth used to make these sturdy pieces of clothing is woven with weltsiver threads and stiffered with ambergelt resin - a type of cloth called trollsweave by the [[Wintermark|Winterfolk]]. The hems are often intricately decorated with the rune [[Rhyv]], in the [[Varushka|Varushkan]] style. When combined with a [[Woundbinder]] wand, the two items together are sometimes called the &#039;&#039;warhealer&#039;s regalia&#039;&#039; or occasionally the &#039;&#039;chirurgeon&#039;s tools&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Robes.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; When you cast the [[Spell list#Heal|heal]] spell, you can do so in 5 seconds rather than 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting healer&#039;s attire requires eight ingots of [[Materials#Weltsilver|weltsilver]] and eight measures of [[Materials#Ambergelt|ambergelt]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But that can&#039;t have been the vest they don&#039;t *do* that!&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Robes]]&lt;br /&gt;
[[Category:Descriptive Text Required]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate&amp;diff=16078</id>
		<title>Senate</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Senate&amp;diff=16078"/>
		<updated>2013-01-21T22:42:31Z</updated>

		<summary type="html">&lt;p&gt;Paul: tweaked appointing of generals to what was intended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
The Imperial Senate is the legislative body for the Empire. The Senate is a representative chamber; each territory in the Empire selects a single senator according to the customs of that nation. The Senate has a wide range of political powers which makes senators some of the most powerful political individuals in the Empire.&lt;br /&gt;
&lt;br /&gt;
The Senate is responsible for passing new laws, authorizing expenditure by the Imperial Coffers and the power of appointment for many Imperial positions up to and including [[The Throne]].&lt;br /&gt;
&lt;br /&gt;
==Role within the Empire==&lt;br /&gt;
The Imperial Senate consider and vote on procedural measures - these are vital policy decisions required for the administration of the Empire. They authorize expenditure and are responsible for appointing individuals to positions within the Imperial Military Council, up to and including The Throne. It is the responsibility of the Senate to pass declarations of war and also to end a state of warfare. Any changes to the Imperial Law must be approved by the Senate; changes which have constitutional implications also require ratification by The Throne.&lt;br /&gt;
&lt;br /&gt;
==Entry requirements==&lt;br /&gt;
A single senator is appointed by each territory in the Empire. To be eligible to return a senator, the majority of the territory must be under Imperial control. If more than half of a territory is controlled by barbarians or foreign powers, then it cannot be represented in the Senate.&lt;br /&gt;
&lt;br /&gt;
A territory must be part of one of the nine nations that makes up the Empire. When new territories are captured, they are allocated to a nation by majority vote of the Senate. A territory may only return a senator who is recognized as a member of that nation by the nation&#039;s egregore.&lt;br /&gt;
&lt;br /&gt;
Each nation has a traditional mechanism to return a senator for a territory. Usually, but not always, the ability to directly influence the choice is limited to those who dwell in the territory. The Imperial Civil Service are responsible for overseeing the appointment processes for senators and do their utmost to ensure due process is followed. When a new territory is assigned to a nation, the Imperial Civil Service consults the egregore of that nation to determine how the senator for the territory will be selected.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Senate was created at the dawn of the Empire to ensure that the power to govern remained in the hands of the citizens. The Senate is a development of the Winterfolk witan which existed to help the monarch run the nation in the time before the Empire.&lt;br /&gt;
&lt;br /&gt;
==Powers and functions==&lt;br /&gt;
&lt;br /&gt;
===Vote on procedural measures===&lt;br /&gt;
The day to day running of the Empire is handled by the functionaries of the Civil Service, but all the significant decisions that need to be taken are put before the Imperial Senate. The civil service ensure that these matters are presented with all available information on the consequences for the decision. The issue is then decided by majority vote of the assembled senators. An example of a procedural measure might be the allocation of senate funds to raise a new army or construct a dam across the river Couros in Highguard. If a procedural measure requires expenditure of money by the Empire, the budget is allocated by vote by the assembled senators.&lt;br /&gt;
&lt;br /&gt;
===Declaration of war===&lt;br /&gt;
The Senate can declare war on any foreign power by majority vote. Any foreign powers, nations or tribes that the Empire is at war with are considered to be barbarians. Barbarians are not protected by Imperial Law and are considered enemies of the Empire, so it is illegal to trade with them. The Senate can also declare an end to a state of war. External powers that the Empire is not at war with are classed as foreigners; it is legal to trade with them and their rights are protected by Imperial Law.&lt;br /&gt;
&lt;br /&gt;
===Appointment of generals to the Military Council===&lt;br /&gt;
The Senate are responsible for appointing generals to the Imperial Military Council. The Council are the strategic commanders of the Imperial armies and are responsible for the defence of the Empire and prosecuting wars against the Empire&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
The senators for a nation unanimously select one candidate for each vacant position on the Military Council that is assigned to that nation. If the senators for a nation are not able to agree unanimously on the choice of generals then any citizen of that nation may present themselves before the Senate for consideration and vote.&lt;br /&gt;
&lt;br /&gt;
===Changes to Imperial Law===&lt;br /&gt;
The Senate has the power to introduce new laws or to change existing laws. Any suggested changes are assessed by the Imperial Civil Service to see how they accord with the Imperial Constitution. A proposal may be consistent with the Constitution, inconsistent with the Constitution or it may require a a change to the way the Constitution is interpreted or applied (the motion is described as having constitutional implications).&lt;br /&gt;
&lt;br /&gt;
* A motion that is consistent with the constitution can be passed by majority vote of the senators present.&lt;br /&gt;
* A vote that has constitutional implications requires the approval of two-thirds of all current senators in the Empire and must be ratified by The Throne.&lt;br /&gt;
* The Senate is not allowed to vote on any motion that is inconsistent with the Constitution.&lt;br /&gt;
&lt;br /&gt;
===Oversight of territorial issues===&lt;br /&gt;
If a procedural motion requires significant decisions to be made outside the Senate chamber, then these decisions are considered to be the responsibility of the senator for the territory most affected by the procedural motion. E.g. if the Senate passes a motion to construct a dam  across the Couros river in the territory of Bastion in Highguard, then any further decisions are the responsibility of the senator for Bastion. The dam will require materials that must be purchased from the Imperial Bourse, so the Senate will vote a budget for this project. That money is then given to the senator for Bastion who can use it as they see fit to ensure that everything the Civil Service require the senator to achieve is carried out.&lt;br /&gt;
&lt;br /&gt;
==Structure and dynamics==&lt;br /&gt;
Any Imperial Citizen is allowed to enter the Senate but only The Throne, the senators and members of the Civil Service may speak. Visitors may not speak unless invited to do so by the Speaker.&lt;br /&gt;
&lt;br /&gt;
The Speaker is responsible for maintaining civil debate and procedure within the chamber, such as presenting motions, allowing time for motions to be considered and by counting votes.&lt;br /&gt;
&lt;br /&gt;
Each motion is announced by the Speaker who invites a named individual to address the Senate on the matter. Once the opening address is complete, the Speaker allows time for a short debate followed by a vote.&lt;br /&gt;
&lt;br /&gt;
Votes are conducted by sitting or standing. The Speaker will announce how a vote is to be decided, usually the Speaker will invite all senators in favour of the motion to stand and be counted. The functionaries of the Senate will then count the votes and the result is announced. If no-one present disputes the count, then it is recorded and the matter is complete.&lt;br /&gt;
&lt;br /&gt;
Any senator may call for a secret ballot. To permit a secret ballot on a motion first requires the majority vote of all senators present. If that vote passes then one white and one black bead are distributed to each senator and they vote by placing a single bead into bags carried by the Senate functionaries.&lt;br /&gt;
&lt;br /&gt;
If a vote requires a budget to be allocated, the Speaker will ask every senator who voted in favour to remain standing. The speaker then suggests the minimum possible amount that the Civil Service have calculated might be used to achieve the goal. If the majority of senators remain standing then the Speaker announces a higher figure. They will keep announcing higher figures until there is no longer majority support for the figure, at which point the auction ends and the funds are allocated from the Imperial Treasury.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Law]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=15898</id>
		<title>Event safety</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Event_safety&amp;diff=15898"/>
		<updated>2013-01-19T21:00:39Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Fighting safely==&lt;br /&gt;
*&#039;&#039;&#039;You must pull all of your attacks so that they land with virtually no force&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid aiming for the groin, breasts, neck, or head&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must avoid combat if you are drunk&#039;&#039;&#039;&lt;br /&gt;
It is essential that you know how to fight as safely as possible using the practices common to most British live roleplaying events. If you are new to live roleplaying then please speak to a member of our GOD crew and they will arrange a suitable demonstration for you so that you can be confident that you are following all the rules:&lt;br /&gt;
&lt;br /&gt;
*When you use a weapon in combat, you must pull the blow so that it lands with negligible force. Your opponent should feel a light touch and nothing more.&lt;br /&gt;
*You must not thrust with any weapon unless it is a thrust-safe pole-arm.&lt;br /&gt;
*You must avoid hitting the groin, neck, or face; you should avoid aiming at the breasts or head where there is a viable alternative target. &lt;br /&gt;
*You must not strike another character with the pommel or hilt of your weapon. You must not grab or trap an opponent’s weapon when they are wielding it. &lt;br /&gt;
*You must not attempt to parry an arrow or bolt with a weapon.&lt;br /&gt;
*You must only throw a weapon if you know a Profound Decisions weapon checker has approved it for throwing. &lt;br /&gt;
*If you are using a bow then you must not pull the bow to full draw when shooting at a character who is nearby. You should adjust your pull appropriately for the distance of your target to ensure your arrow does not hurt them. You must not aim a bow or crossbow at the head.  &lt;br /&gt;
*If you are using a flail then you must drop the weapon immediately if it becomes entangled in your opponents weapon or costume.&lt;br /&gt;
*If you are not using a one-handed weapon then you must follow the appropriate weapon grip rules for the category of weapon you are using.&lt;br /&gt;
*You must avoid combat if you are drunk.&lt;br /&gt;
&lt;br /&gt;
These rules exist to reduce the dangers inherent in combat at a live roleplaying event to an acceptable minimum, but they do not constitute a guarantee of safety. Our safety record is excellent, but by choosing to attend an Empire event, you agree to accept the risks inherent in taking part in a full contact sport.&lt;br /&gt;
&lt;br /&gt;
==Non-contact==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch or physically attack anyone with their hand in the air&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can put your hand in the air to  indicate that no one should touch you&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you do this, your character is reduced to 0 hits and is now dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Profound Decisions do not guarantee that you will not be hit&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=DawnFighting.jpg|align=right|width=450}}&lt;br /&gt;
You may have health reasons that mean you wish to avoid becoming involved in combat. If this is the case you may put your hand in the air to indicate that you do not wish any player to make physical contact with you. This is called being non‑contact and, while its use is uncommon at events, it is important that you understand the rules so that you can ensure the safety and well-being of other players.&lt;br /&gt;
&lt;br /&gt;
If a fight starts near you then you can put your hand as high in the air as you can and keep it there, to indicate that you are non‑contact. If you indicate that you are non-contact, then you immediately [[Combat#Dying|lose all your body hits and start dying]]. You may move yourself out of the immediate melee before lying down or leaning against a tree or similar or may remain standing with your hand clearly raised. You may cease being non-contact at any point by putting your hand down, but you should not do this if you would become involved in the same melee.&lt;br /&gt;
&lt;br /&gt;
It is up to the individual when or if they choose to go non-contact. There is no requirement at all to go non-contact at the start of a fight, or because a fight has happened near you. It is perfectly acceptable to move away from a melee while remaining in-character and mobile and only become non-contact if a character moves to attack you.&lt;br /&gt;
&lt;br /&gt;
If you see any player indicate that they are non-contact then you must not hit them with a melee weapon, fire a bow or crossbow at them, or touch them. The player is still IC and you may roleplay with them normally but you may not hit or touch them while they are non‑contact. &lt;br /&gt;
&lt;br /&gt;
It is important to note that nobody can guarantee that you will not be hit while you have indicated that you are non-contact. A live-roleplaying melee is a deeply confusing experience and mistakes can happen. If you have health reasons that make it critical that you are not hit with a latex weapon then you may need to avoid combat entirely and you must decide whether the event is safe for you to attend at all.&lt;br /&gt;
&lt;br /&gt;
==Weapon checking==&lt;br /&gt;
*&#039;&#039;&#039;All your weapons must be checked at every event&#039;&#039;&#039;&lt;br /&gt;
You must take all weapons, bows, crossbows, shields, and projectiles (arrows and bolts) that you have brought to an event to a weapon checker to have them checked. These items must be checked at every event you attend. If a weapon checker does not approve your equipment for use then you must put the item in your vehicle or leave it at GOD for the duration of the event. If you are not satisfied with the decision then you may request a second opinion from our head weapon checker. The decision of the head weapon checker is final.&lt;br /&gt;
&lt;br /&gt;
Any suit of armour that you use at an event must not have sharp protruding edges. If you are in any doubt about the safety of your armour then you should have it examined by a weapon checker.&lt;br /&gt;
&lt;br /&gt;
If a weapon checker approves an item then they will attach a coloured elastic band to the item. We change the colour of the elastic bands for each event. You must not use any item for melee purposes unless you know it has been approved for that use.&lt;br /&gt;
&lt;br /&gt;
You can carry items such as a walking stick, wooden staff or banner but they must never be used in melee, so they do not need checking with the weapon checkers. We do not allow anyone to have metal weapons at events except for display or sale purposes, so you may not carry one without our prior approval for each event. &lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
If you are in any doubt about an item of costume or armour then show the item to a weapon checker who can tell you if it is acceptable. &lt;br /&gt;
*&#039;&#039;&#039;Metal armour must be of a grade where it will not tear in use revealing sharp edges.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Metal armour must have its edges rounded off in such a way there are no burs or snags which could damage props or players&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be suitable straps and attachments so armour does not come loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding sharp decoration such as spikes that could damage weapons or people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Grappling, body contact and shields==&lt;br /&gt;
*&#039;&#039;&#039;You must not grapple or make bodily contact while fighting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may hook shields with an axe but may not grab weapons with your hands&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may push with a shield but you may not shield barge&#039;&#039;&#039;&lt;br /&gt;
You must try to avoid body contact with other players during combat. You must not grapple or trip another player.&lt;br /&gt;
&lt;br /&gt;
If you have the prior permission of your opponent in a small fight then you may both decide that you are happy to allow each other to grapple or use other techniques. You must have the explicit permission of your opponent beforehand and you can only do this in a small, carefully planned fight between individuals such as a duel or display. Permission must be given to you personally; you must not assume that a player who is happy to grapple with a trusted friend is happy to grapple with you.&lt;br /&gt;
&lt;br /&gt;
You may hook a shield with an axe or similar hooked weapon, to pull it out of the way. You should be aware that some LRP axes are specifically designed and built to support this, the axe head is heavily reinforced with leather to allow it to withstand the force. If your weapon is not designed for it, you will break the weapon by doing this.&lt;br /&gt;
&lt;br /&gt;
You may push with a shield, if you are moving at a slow walking pace or less but you must not shield-barge, you cannot run into another player using a shield or other similar item. You may not use a shield as a weapon to strike another player. &lt;br /&gt;
&lt;br /&gt;
==General safety==&lt;br /&gt;
*&#039;&#039;&#039;Health and safety is everyone’s responsibility&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Do not attempt to defend a tent&#039;&#039;&#039;&lt;br /&gt;
Health and safety is everyone’s responsibility at an event. Be aware of any potential hazards, and if a fight begins then move away from tents, guy ropes, and other hazards such as tables, chairs, and braziers. It is not enough to be aware of such dangers when fighting; you must move away from such dangers to ensure that other participants in the fight are not at risk.&lt;br /&gt;
{{CaptionedImage|file=Battle.jpg|align=left|width=400}}&lt;br /&gt;
If your character has fallen over in a fight then you should crawl out of the way of the combat. You must make sure that anyone who has fallen over has room to move away.&lt;br /&gt;
&lt;br /&gt;
Please ensure that you pay particular attention to safety when fighting near tents. Tents present an additional hazard for anyone fighting so you must not use them as a defensive feature. &lt;br /&gt;
&lt;br /&gt;
All tents are considered to be highly flammable in the Empire setting, so your character can easily fire a tent to force the occupants to come out. Obviously, you must not set fire to any object of this kind at an event; you must obtain a referee if you want to force other characters to come out of a tent in this manner.&lt;br /&gt;
&lt;br /&gt;
The nature of an event is such that trip hazards such as uneven ground, tree roots, guy ropes, and tent pegs are unavoidable. Given the poor lighting conditions that prevail at night, one of the most important safety precautions you can take is to ensure that you wear footwear that combines good grip with firm ankle support.&lt;br /&gt;
&lt;br /&gt;
==Man down==&lt;br /&gt;
*&#039;&#039;&#039;You should call MAN DOWN if you see anyone suffer a real injury&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must move away from an area if you hear this call&#039;&#039;&#039;&lt;br /&gt;
If a player suffers a real injury then you should call MAN DOWN. This call alerts all players to the fact that someone is genuinely hurt. If you hear this call then you must move away from the area so that no roleplaying or fighting is taking place near the injured person. You should alert the nearest member of crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Safety==&lt;br /&gt;
&lt;br /&gt;
===All weapons===&lt;br /&gt;
Weapons designed for live roleplaying are commonly constructed from a solid core that is surrounded in high-density foam and then covered with latex. Weapons must meet the following guidelines: &lt;br /&gt;
*&#039;&#039;&#039;The rigidity of the foam must protect the core and must not have degraded and become too soft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The layers of foam must be securely bonded to each other and not be delaminating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The right kind of foam must be used. High-density foam is the basic material and low-density foam must be used appropriately in collapsible tip weapons or in large hammerheads. This stops weapons being too heavy and having too much momentum&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The whole length of the core must be held securely in place and must not be moving freely inside the weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The tip reinforcement must not be protruding through the surface of the foam&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must not be any protruding hard or sharp objects such as gems or studs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;There must be sufficient padding on the tip, guard, pommel and haft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The handle must be securely attached to the rest of the weapon and must not be loose&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon ‘whippy’ (long weapons)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Thrust safe polearms===&lt;br /&gt;
You may only thrust with a weapon that has been passed as ‘thrust-safe’ by a Profound Decisions weapons checker at that event.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Construction must combine a low-density foam tip with a high-density spear head&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Specific construction guidelines will be forthcoming&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Missile weapons===&lt;br /&gt;
These are bows and crossbows designed to fire an LRP safe arrow or bolt. There is no bow competency testing at Profound Decisions events. We require any player using a bow to adhere to the same standards of safety and control as players using melee weapons. &lt;br /&gt;
*&#039;&#039;&#039;The string must be in good condition and must not be fraying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The body of the bow or crossbow, whether wood or fibreglass, must not show signs of cracking&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The string notches must not be worn and must be able to hold the string firmly&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Arrows &amp;amp; Bolts===&lt;br /&gt;
As well as checking before the start of the event, we recommend that you check these after each combat, as they may have become damaged. You are not allowed to reuse the same arrow within an arena combat as they can easily become damaged if trodden upon or hit. &lt;br /&gt;
*&#039;&#039;&#039;The shaft must be made of fibreglass or wood. Carbon fibre, aluminium and dowel are not allowed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must not be cracked or damaged&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flights must be adequate to keep the arrow stable in flight and must be properly attached to the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The shaft must have a proper nock which is securely attached&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Arrows must have a maximum draw position of 28” clearly marked if the possible draw length is greater than 28”&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrow must have some kind of blocker between the shaft and the foam of the arrowhead to stop the shaft pushing through&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;The head must be securely attached and not move on the shaft&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The arrowhead must be at least 50mm (55mm recommended) across and have a circular cross-section&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dome headed arrows are allowed as long as the width of the widest part of the soft foam dome, and the foam behind it are of the appropriate diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The soft foam portion of the head must be designed in such a way as to allow it to collapse fully (so there must be no latex within 5-10 mm of the face)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any gaffer tape used on the arrowhead must not be within 25mm of the face of the arrow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Please take care when using shields in melee combat. You must not use the shield as a weapon. &lt;br /&gt;
For events in 2013 you will able to use shields with a rigid former at Empire. We will be monitoring rigid shields on an ongoing basis and it is possible that they may be removed as an option in future years. &lt;br /&gt;
Therefore if you are making or buying new shields avoiding solid formers is strongly recommended.&lt;br /&gt;
*&#039;&#039;&#039;A solid former may be used during 2013 Empire events, but shields should preferably be of full-foam construction&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you use a rigid former then there must be at least 6mm of high-density foam on the face and no protruding bolts&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The rim must be padded all round. Note that pipe lagging will quickly degrade will likely be insufficient after a relatively short time&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handles must be securely fixed so that they do not cause the shield to “flap” from the arm/ hand&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wing nuts must not be used to secure straps and any protruding bolts must be cut short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Props===&lt;br /&gt;
Battle Props are items that are present in combat, but are not used as weapons. As they do not conform to the regulations that govern weapons and shields they must not be used for offence or active defence. As they are likely to be present in combat they must not have any extremely sharp protrusions. Otherwise they must be removed from the combat preferably in an out of the way area. &lt;br /&gt;
&lt;br /&gt;
All weapons and implements taken onto a battlefield must have been passed by a weapon checker. You cannot use a wooden staff as a mage staff, or a wooden stick as a wand on a battlefield, even if you do not intend to hit anyone with it.&lt;br /&gt;
&lt;br /&gt;
===Banned items===&lt;br /&gt;
The following items cannot be used at Empire events, either for reasons of safety or because they are unsuitable for the campaign. The traders are permitted to sell these items but only on the condition that they are collected at the end of the event. You must not carry these items on site in an IC area. &lt;br /&gt;
*&#039;&#039;&#039;Real weapons, including bayonets, re-enactment weapons and any sort of non-replica firearm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Modern or futuristic items such as chainswords or power armour as well as novelty items such as inflatable hammers and bananas, rubber or plastic combat knives, nerf guns etc.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No fireworks or pyrotechnics of any sort may be brought onto the site without the prior permission of Profound Decisions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Injection-moulded weapons will be treated on a case-by- case basis, as although they tend to soften up with use, some may be too heavy or too hard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Master_Medicinal&amp;diff=15185</id>
		<title>Master Medicinal</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Master_Medicinal&amp;diff=15185"/>
		<updated>2013-01-10T18:46:20Z</updated>

		<summary type="html">&lt;p&gt;Paul: added traumatic wound aspect of Tranquil Nostrum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
While any skilled [[Surgical skills#Apothecary|Apothecary]] can prepare medicinal elixirs, the students of the Master Medicinal learn to make specialist potions that expand on the basic knowledge shared by all students of herbalism.&lt;br /&gt;
&lt;br /&gt;
==Tranquil Nostrum==&lt;br /&gt;
This bitter preparation is valued in situations where soldiers must recover quickly from one battle to prepare for another. It speeds natural healing processes, as well as soothing troubled souls and making the drinker pleasantly relaxed and disinclined to be active or aggressive.&lt;br /&gt;
&lt;br /&gt;
In the [[The Marches|Marches]] it is often called &#039;&#039;Tom Drake&#039;s Tea&#039;&#039; after the famous general. While some herbalists mix a spoonful of honey or sugar with the mixture to counteract the bitter taste, many [[Yeoman of the Marches|yeomen]] prefer to drink it neat, or seasoned with salt. The famous General is said to have commented several times that the taste reminded him that even in victory, war is a bitter business. His constant companion, Friar (later Abbot) Agnes of Stockland, wrote in her journals that the tranquil nostrum also helped subdue and control the black moods to which the general was subject after every major engagement.&lt;br /&gt;
&lt;br /&gt;
[[Varushka|Varushkan]] [[Varushka religious beliefs|wise ones]] also tend to add salt, and call it &#039;&#039;Bitteroot Tea&#039;&#039;. When they administer it, they traditionally ask the patient what wisdom they gained along with their injuries. &lt;br /&gt;
&lt;br /&gt;
In [[Dawn]], the tranquil nostrum is often drunk after Tourneys. Several households maintain a tradition where an injured noble drinks a toast to the assembled company using tranquil nostrum mixed with wine. While many nobles enjoy the attention of a household physick after an engagement, some nobles enjoy the opportunity presented by this preparation to join their companions in boasting and celebrating  their victory - or commiserating their loss.&lt;br /&gt;
&lt;br /&gt;
Tranquil nostrum is a common treatment for the lingering effects of traumatic wounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; After fifteen minutes of rest and relaxation the drinker recovers all lost body hits. If the drinker makes any combat calls or takes any damage during this time, the effect is negated. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; A drinker feels pleasantly relaxed and disinclined to be active or aggressive.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]] and one dram of [[Bladeroot]].&lt;br /&gt;
&lt;br /&gt;
==Maledict&#039;s Medicament==&lt;br /&gt;
This foul-tasting elixir is favoured not only by those who face sorcerors and enemy magicians, but also by magicians who invoke dangerous magic and warriors who use powerful but double-edged weapons such as [[Duelist&#039;s scales]]. A mouthful of this potion causes momentary retching and dizziness, but purges both venom and weakness. The preparation may also be effective as a treatment for cases of mild poisoning, minor curses or similar ailments.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This potion removes the [[Magic overview#VENOM|venom]] and the [[Magic overview#WEAKNESS|weakness]] conditions. &lt;br /&gt;
* &#039;&#039;Roleplaying Effects:&#039;&#039; The drinker feels nauseous and dizzy; in some cases they may be overcome with retching and vertigo for a few moments.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Cerulean Mazzarine]], one dram of both [[Bladeroot]] and [[Imperial Roseweald]].&lt;br /&gt;
&lt;br /&gt;
==The Sovereign Specific==&lt;br /&gt;
This vibrant, clear liquid is often seen as the pinnacle of the apothecary&#039;s art, the Sovereign Specific is a potent healing elixir. It possesses near miraculous properties; when it is drunk it restores vitality, dulls pain, knits torn flesh and fractured bones, purges venom and alleviates weakness. While it is rare that all of its properties are required by a single patient, it is can be a literal life-saver for a warrior badly beset and far from help. &lt;br /&gt;
&lt;br /&gt;
Among the [[Suaq]] and [[Kallavesi]] of [[Wintermark]] the potion is also welcomed for its versatility - while it is difficult to prepare, it is still a cheaper proposition that carrying doses of multiple potions with more specific effects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This potion restores all lost hits, removes  the [[Magic overview#VENOM|venom]] and the [[Magic overview#WEAKNESS|weakness]] conditions, restores all limbs that have been [[Combat#CLEAVE|cleaved]] or [[Combat#IMPALE|impaled]], and delays the effect of any trauma. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; The drinker feels light headed for a few moments after which they feel refreshed and full of vital energy. Feelings of well-being, optimism and enthusiasm may persist for up to an hour after drinking the potion.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram each of [[Imperial Roseweald]], [[Cerulean Mazzarine]], [[True Vervain]], [[Bladeroot]] and [[Marrowort]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&amp;quot;Now, woman, we shall see who has the last laugh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Jennifer of Adlecombe sagged, her vision blurred. Thanks to the wicked magician&#039;s vile incantations she barely had the strength to lift her greatsword. Her blood burned with the power of his supernatural venom, and she knew she had only seconds left to live. The outlaw sorcerer held his staff defensively before him, keeping her at bay easily in her wounded state.&lt;br /&gt;
&lt;br /&gt;
The thresher sagged, seeming to support herself on her sword, and then in a smooth motion gulped down the potion she had palmed while her opponent gloated. Immediately energy flowed through her tired body, cleansing her of both the magical venom and the malign curse. She surged forward and in a smooth motion cleft the sorcerer&#039;s staff into kindling. The sorcerer had no more than a second to gape at his shattered implement before her second strike cleft through his rune-carved belt, lifted him off his feet and sent him sprawling in a spray of blood.&lt;br /&gt;
&lt;br /&gt;
Unlike her prey, she wasted no time on clever wordplay. Her quarry struggled to rise, slipping in his own blood and whimpering as she approached him. She sheathed her sword, drew out a set of mastercrafted manacles and tossed them toward the prone man. Then she slowly took a small green potion out of her pouch and held it up in one hand, shaking it gently to attract the sorcerer&#039;s attention.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Either you can lie there and bleed to death, monster, or you can put these on. The choice is entirely yours&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=15131</id>
		<title>General FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=15131"/>
		<updated>2013-01-10T13:01:50Z</updated>

		<summary type="html">&lt;p&gt;Paul: touch the target, not teach the target about crop rotation in the 14th century&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQ first, to see if the answer to your question is here. Otherwise email us at [mailto:empire.rules@profounddecisions.co.uk empire.rules@profounddecisions.co.uk] with any questions about the rules or [mailto:empire@profounddecisions.co.uk empire@profounddecisions.co.uk] with any other questions about the game. We&#039;ll answer as quickly as we can and we&#039;ll add your question to our FAQ if we think it is likely to be of interest to other players.&lt;br /&gt;
&lt;br /&gt;
===Obscure Questions===&lt;br /&gt;
In addition to this list of frequently asked questions there is a list of [[Obscure Questions|obscure questions]] people have asked to which we have provided answers. They are included for completeness and for reference purposes and searches.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
===Can I use a modern tent as an IC tent if I dress it?===&lt;br /&gt;
Modern tents made of obviously plastic materials like nylon cannot be used in the IC area at Empire, even if you have tent dressing for them. This means that dome tents and party tents cannot be used in the IC area as well as other similar tents. The reason we don&#039;t make an exception for tent dressing is that it changes the decision from one that is reasonably straightforward (is that a modern looking tent) to one that is utterly subjective (have you dressed it enough). All attendees on arrival are always adamant that they will fully dress a modern tent but the results vary dramatically. The issue  devolves into an argument about how much dressing is required and what the minimum standards are.&lt;br /&gt;
&lt;br /&gt;
In effect what we are doing is asking everybody who doesn&#039;t have an IC tent to make a sacrifice and do without an IC tent. There will be hundreds of IC tents on the field and your character will be able to use many of them. The OOC camp site will be nearby and you can sleep there and store vital supplies there. By excluding modern tents from the field we will achieve a much higher standard of IC immersion through the IC area, so &#039;&#039;everybody&#039;&#039; gains, but it does mean that folks without IC tents have to make that sacrifice so everybody can have that gain.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
===When will the full rules be released?===&lt;br /&gt;
The core of the [[Empire rules]] is now available on the wiki, but some elements, notably magical items and rituals are likely to take a little longer. We hope to have them available soon. We prefer not to issue release dates for things because it is very hard to accurately predict when these kind of jobs will be complete.&lt;br /&gt;
&lt;br /&gt;
===What are the restrictions on bows and crossbows===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
&lt;br /&gt;
===Does the CLEAVE have to hit armour  to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Mage Armour|mage armour]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
&lt;br /&gt;
===Can I use a wand to cast heal?===&lt;br /&gt;
You cannot use implements to change the stated rules for casting a [[Spell_list#Regular_Spells|regular spell]] like heal. This means that the regular rules apply, the spell requires you to touch the target for ten seconds while casting the spell and neither you nor the target attack or be attacked during that time. You can use a wand or other implement as part of your roleplay. The various magical wands, rods and other items that exist are intended to be used as aides to roleplay when casting these spells.&lt;br /&gt;
&lt;br /&gt;
===Can you be fed a [[potion]] if you are [[Combat#Dying|dying]]?===&lt;br /&gt;
Yes. You cannot drink a potion yourself, if you are dying on zero hits, but you can have one fed to you.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
===Can we play a mixed-nation group?===&lt;br /&gt;
At the event, the main field will be split into ten distinct camping areas, one for each of the nations and one for the Imperial Orcs. Nation is your primary source of identity and the key route into all the politics of the game, so any Marcher character that spends their time hanging around in the Dawnish camp is likely to be cut out of a significant portion of the game. For this reason alone we are actively discouraging mixed-nation groups and asking players to focus on creating a group that draws from one nation.&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the nations are all part of a single Empire - they might have political differences on many issues but they are fundamentally on the same side. As such it is perfectly reasonable to begin the game having existing alliances and contacts with groups in other nations. If half your friends want to come from Varushka and half want to play Winterfolk then we would advise you make two groups - one from each nation - and put links between them in your respective backgrounds. It&#039;s normal to have close friends and allies from other nations.&lt;br /&gt;
&lt;br /&gt;
===When will the Imperial Orc brief be available?===&lt;br /&gt;
The brief for the Imperial Orcs was postponed to allow us to get the remaining setting released. Regrettably that pushed it back down the work queue for a few months while attention was paid to other jobs which had been waiting for the setting to be finished first. The core brief was completed months ago, but there is a lot of editing and rewriting to do before it will be ready for release. We are now focussing on the brief and like the rules we are confident that we will have it released soon.&lt;br /&gt;
&lt;br /&gt;
===Can I play an Imperial Orc in the Marches?===&lt;br /&gt;
Imperial orcs are the equivalent of a nation - they have their own camp, their own armies, their own generals and so on. Anyone planning to play an Imperial Orc should be based out of the Imperial Orc camp.&lt;br /&gt;
&lt;br /&gt;
===Who do I talk to about my background?===&lt;br /&gt;
We are not currently accepting background submissions but there will be guidelines and a place for them to be submitted in the new year. We appreciate that players are keen to discuss their backgrounds, but we need to finish the setting first, so we would ask you to be patient a little longer.&lt;br /&gt;
&lt;br /&gt;
===Where is the world map?===&lt;br /&gt;
The fully detailed maps are still being finalized by members of our team but higher-level maps can be found [[Maps|here]].&lt;br /&gt;
&lt;br /&gt;
===Do mythical and real world beasts exist in Empire?===&lt;br /&gt;
Most indigenous European fauna like boars or stags exist in Empire - but obviously they are unlikely to turn up at events. The notable exception are [[horses]], which did exist but were wiped out centuries ago. Fantastic beasts, like trolls and dragons also exist in Empire, some of them as myths, some of them as creatures that you can meet.&lt;br /&gt;
&lt;br /&gt;
Mundane details of the setting are broadly European in character, so non-European flora and fauna such as lions are not found in the Empire but are known of in foreign lands. &lt;br /&gt;
&lt;br /&gt;
===What beasts of burden exist?===&lt;br /&gt;
Horses are extinct in Empire and oxen are used as beasts of burden instead. &lt;br /&gt;
&lt;br /&gt;
===What are the coins and what are they worth?===&lt;br /&gt;
Imperial coinage is made up of rings, crowns and thrones. There are eight crowns to a throne and twenty rings to a crown.&lt;br /&gt;
&lt;br /&gt;
It is effectively meaningless to talk about what coins are worth, since Empire will use a free market economy system in which players set the prices of items rather than the organisers. As a result we have no idea what things will be worth and prices will change from event to event. The starting income of a normal character is 18 rings,  every normal character will receive that amount of money every event. We&#039;ll release more details about what money and items characters will start each event with once the rules are released.&lt;br /&gt;
&lt;br /&gt;
===What accents can/should we use?===&lt;br /&gt;
We are not specifying accents for individual nations, because many players find accents difficult to manage and we wish to avoid any assumption that people need to use a specific accent. It is also important to appreciate that while a nation like the Brass Coast is inspired by the costumes of South America and Moorish Spain it isn&#039;t meant to be Moorish Spain - you can use a Spanish accent to help develop your character but you don&#039;t need to.&lt;br /&gt;
&lt;br /&gt;
It is worth appreciating that caricatures of accents have been used to ridicule ethnic groups for decades. It is appropriate therefore to avoid the kind of misanthropic mangled accents of bad cliches of ethnic groups from the Orient and Arabian Peninsula, because they will offend some players. However LRP is fundamentally about the appropriation of cultural motifs to create context and setting, in the same way that these motifs are used in literature, theatre and film. So it is absolutely fine to make your best attempt at a credible Spanish accent for your Freeborn character or Russian for a Varushkan character if you wish to do so.&lt;br /&gt;
&lt;br /&gt;
===Can I invent a Paragon or Exemplar?===&lt;br /&gt;
The current paragons and exemplars outlined are not intended to be an exhaustive list but illustrative and to be expanded on. You can create an exemplar for your background but you should avoid creating paragons as these are few in number. As with any part of the setting, this will need to be checked to ensure its consistent with the setting game (i.e. an Inspector Clouseau like character will not be accepted as an exemplar of Wisdom).&lt;br /&gt;
&lt;br /&gt;
Group background submission will be available in the new year, so you can include details of any historic figures then. It is worth reading about the [[signs of the Paragon and Exemplar]].&lt;br /&gt;
&lt;br /&gt;
===Can I play a priest of a [[Idolatry, blasphemy and heresy|False Virtue]]?===&lt;br /&gt;
It is possible to be a priest of a False Virtue and it is possible for such a priest to dedicate others to their False Virtue - but you cannot start out that way, you have to try to achieve it in play. Of course you can start out as a person who believes in the False Virtue and is seeking to become dedicated and to spread it.&lt;br /&gt;
&lt;br /&gt;
===What is Hearth Magic?===&lt;br /&gt;
The simplest possible definition of Hearth magic is magic that works in the world, albeit unreliably, without any skill. Hearth magic is useful in rituals, where it can sometimes be combined with &amp;quot;true&amp;quot; magic to make the effects slightly more potent. But Hearth Magic is a real potent force, it&#039;s a superstition in the same way that people in the real world believe that a piece of lodestone suspended in water will turn to point north.&lt;br /&gt;
&lt;br /&gt;
==Game Style==&lt;br /&gt;
===Will the concept &amp;quot;Find Out In Play&amp;quot; exist in Empire?===&lt;br /&gt;
The idea will be irrelevant in Empire - all the rules for the game (skills, items, spells etc) will be accessible to every player through the wiki and alongside everything published by us about the setting. Empire is not a game of discovering new technology and any character that wants to know these things can.&lt;br /&gt;
&lt;br /&gt;
There will be secretive things going on in the game that players can discover. There will be secret societies and cults, hidden agendas and powerful forces manoeuvring against the players - but players will be free to froth about the game afterwards.&lt;br /&gt;
&lt;br /&gt;
===Do I have to volunteer to monster?===&lt;br /&gt;
The Empire events run by Profound Decisions will feature one or more large battles, involving hundreds of participants. We have ordered four hundred orc masks and are in the process of ordering four hundred sets of orc armour. We can&#039;t possibly operate with that many crew, so to ensure that there is an epic horde to fight against we will need volunteers.&lt;br /&gt;
&lt;br /&gt;
Volunteering will only be required if you plan to fight as your character in the battles. If you don&#039;t wish to take the field as your character, then there is no requirement to monster any of the battles. If you do wish to fight in the big battles then you will be required to volunteer to monster every other battle. There will be two battles at each of the first two events to ensure everyone has a chance to play one battle and monster one battle at each event.&lt;br /&gt;
&lt;br /&gt;
We are confident that we can make monstering every bit as fun as playing. We need volunteers to fill out the barbarian hordes to make the battles as epic as possible, but our intention is that the majority of players find crewing one of the battles to be nearly as enjoyable as playing them. We are deliberately designing our barbarian foes to make them fun roles to portray.&lt;br /&gt;
&lt;br /&gt;
There will also be skirmishes and other fights with the barbarians and other threats the Empire faces. We are aiming to have enough crew to operate these smaller battles ourselves, so volunteers are welcome but are not required.&lt;br /&gt;
&lt;br /&gt;
===Can I get a friend to monster for me?===&lt;br /&gt;
People who play non-combatants will be welcome to monster both battles if they wish to. However you can&#039;t play two battles just because your friend is monstering two, the onus is on the individual - if you want to fight in an epic battle, you have to personally play your part in helping those epic battles happen, quid pro quo.&lt;br /&gt;
&lt;br /&gt;
===How should parents handle monstering?===&lt;br /&gt;
It&#039;s important that young children are supervised throughout the event, so two parents or carers who are attending an event together can share monstering responsibilities if they wish to. This exception to the normal rule about sharing responsibilities takes account of their other responsibilities. This means that one of them can play one battle and one monster the other battle at the same event if they wish to. We encourage them to swap over between events, but of course this is up to them.&lt;br /&gt;
&lt;br /&gt;
===How do battles work?===&lt;br /&gt;
How will battles work? (I paraphrase)&lt;br /&gt;
Battles at events will form part of a wider campaign against the barbarian enemies of the Empire. Players will have opportunities to make pivotal interventions to turn the tide of war in their favour - provided they can triumph. Battles will feature objectives for the Imperial forces to achieve rather than being &amp;quot;meat-grinders&amp;quot;, achieving those objectives will improve the position of the much larger Imperial armies in the field. Things may be kept simple at early events to allow everyone to get the hang of the system but ultimately the intention is for those players playing Imperial Generals to decide where the Imperial armies are sent and to choose which battles to send the PCs to fight from the scenarios presented to them by their civil servants.&lt;br /&gt;
&lt;br /&gt;
===How dangerous will the main field be?===&lt;br /&gt;
We are not planning to run camp attacks on the main field - the goal is to try and create the feel of a buzzing settlement right at the very heart of the Empire - a place of relative security. Our NPC magistrates will work to ensure the law is kept and the enemy is very far away. We want the field to feel like a place of relative safety, a place where characters can feel free to walk around without weapons or armour if they choose.&lt;br /&gt;
&lt;br /&gt;
The idea is to contrast this with the very real danger that is present whenever the players leave the main field. Those characters that use magic to teleport to the Imperial battlefields will find themselves facing very real and very deadly threats. For the overwhelming majority of the time, players will know when they are heading into danger and those players who wish to avoid combat should find this easy provided they remain with the safety of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Is PvP murder allowed?===&lt;br /&gt;
We are quite explicitly setting out to make assassination as difficult to achieve as possible. The Empire has a legal system, run by NPCs, and it will make all possible effort to identify and execute assassins. Our intention is for the majority of conflict between players to be political and social in nature rather than combat based.&lt;br /&gt;
&lt;br /&gt;
Assassination of characters is still acceptable out-of-character behaviour; what we are doing with the campaign is deliberately making that as difficult as possible for the assassins to get away with, so that it becomes a tool of last resort rather than the simplest way to deal with political enemies.&lt;br /&gt;
&lt;br /&gt;
==Booking==&lt;br /&gt;
===What is the requirement for concessions?===&lt;br /&gt;
Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] &#039;&#039;after&#039;&#039; you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===Can I use a recruitment booking code for Empire?===&lt;br /&gt;
Everyone is a new player for Empire, so the [http://www.profounddecisions.co.uk/account/recruitment promotional discounts for new players] are not valid this year for Empire. We may extend the scheme to cover Empire next year. Recruitment discounts are still valid for Odyssey, so if you are an existing Odyssey player then you can use the scheme to recruit new players for Odyssey.&lt;br /&gt;
&lt;br /&gt;
===How do I book my child on to the event?===&lt;br /&gt;
The website has now been updated to allow players of all ages to book on to the event. Anyone who is attending the event must have their own account, regardless of age. Once you have created an account and entered your birth date then the [http://www.profounddecisions.co.uk/event/Tickets ticket prices] will be updated to reflect your age and booking options.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Philtres_of_the_High_Peaks&amp;diff=15081</id>
		<title>Philtres of the High Peaks</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Philtres_of_the_High_Peaks&amp;diff=15081"/>
		<updated>2013-01-09T21:38:48Z</updated>

		<summary type="html">&lt;p&gt;Paul: fixed cost of potion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
It should come as little surprise that the philtres of the high peaks were first codified by the [[Urizen]], but the original recipes themselves date back to the time of Teruniel. The Urizen refined and developed them over the course of several centuries, improving their potency and efficiency, and by the time they joined the Empire the preparations were in the form they exist today.&lt;br /&gt;
&lt;br /&gt;
===Restoring Personal Mana===&lt;br /&gt;
These potions restore personal mana. They will not give a character personal mana if they do not already possess it, and they will not raise personal mana above the maximum set by skills and crafted items.&lt;br /&gt;
&lt;br /&gt;
==Mageblood==&lt;br /&gt;
This thick red liquid visibly contains tiny particles of finely-chopped bladeroot and has a slightly salty taste; all factors that contribute to it&#039;s common name. The fact that the philtre has proved to be most popular with magicians who focus on [[Spell list|healing spells]] has only helped to reinforce this naming convention, to the point where the original Urizen name - &#039;&#039;The Philtre of Celestial Excellence&#039;&#039; has fallen out of use except among the most traditionally minded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You regain 1 point of spent personal mana. If you do not have personal mana, the preparation has no effect.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; You feel an urge to gaze in wonder at the world around you.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; one dram [[True Vervain]] and one dram [[Bladeroot]].&lt;br /&gt;
&lt;br /&gt;
==The Philtre of Supernal Lore==&lt;br /&gt;
This startling violet elixir is likened in Urizen poetry to the sky at night. Some metaphorically minded apothecaries - especially in the [[The Brass Coast|Brass Coast]] and the [[The League|League]] - include tiny shavings of pure gold, silver or platinum as part of their brewing process to enhance this stellar connection. Doing so achieves little more than raising the price of the resulting mixture, however.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You regain 3 points of spent personal mana. If you do not have personal mana, this preparation has no effect. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; You feel an urge to gather magical power and knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams each of [[Imperial Roseweald]] and [[Bladeroot]], and one dram of [[Cerulean Mazzarine]].&lt;br /&gt;
&lt;br /&gt;
==Tisane of the Stuttering Fool==&lt;br /&gt;
This pale green, mildly narcotic liquid is sometimes called &#039;&#039;Thresher&#039;s Tea.&#039;&#039; It depletes the personal mana reserves of a magician who drinks it,leaving them unable to cast spells. It can be given to a magician unawares, or fed to them directly as part of a punishment. It is common to give this herbal tea to a criminal who might possess dangerous magical powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You lose all personal mana regardless of source. You can recover personal mana normally. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; You become confused for at least ten minutes, finding it hard to focus or gather your thoughts.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039;  Two drams of [[Cerulean Mazzarine]] and one dram each of [[Marrowort]] and [[True Vervain]], &lt;br /&gt;
&lt;br /&gt;
==The Elixir of Empyrean Art==&lt;br /&gt;
This silvery elixir is effervescent, and may sparkle occasionally when exposed to natural light. It is quite rare and much sought after. The apothecary dissolves a small amount of the star metal [[Materials#Ilium|Ilium]] in a potent herbal solvent that is then stabilized with Cerulean Mazzarine. The greater the store of personal mana possessed by the magician who drinks it, the more powerful the effect.&lt;br /&gt;
&lt;br /&gt;
The first elixir of Empyrean art was given as gift by Callidius of Wealdawn in an attempt to secure the affections of Tybalt of Magvillius. Their slow, fifteen year courtship during which the pair exchanged clever gifts at each equinox and solstice is still a subject for the restrained romantic poetry of the Urizen. At the wedding, Callidius made a gift of the secret of preparing this potion to each of the assembled guests, an act of Wisdom and Prosperity that, after his death, lead to calls for him to be recognised as an Exemplar.&lt;br /&gt;
&lt;br /&gt;
Some circumstantial evidence exists to suggest this elixir is addictive. The ingredients themselves have no such properties, but the well-read physick Noach von Holberg suggested that the desire to drink more elixir came from the magician, not the potion itself. To date, few magicians have been rich enough to afford enough draughts of the elixir for this craving - if it exists - to become a problem.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You regain all your spent personal mana, and gain an additional 2 points of temporary personal mana. These temporary points are the first ones spent when you spend personal mana and do not stack with other sources of additional personal mana. If you do not have personal mana, this preparation has no effect. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; You are filled with almost painful amounts of magical power. As long as you have personal mana remaining, you feel a strong urge to perform magic as often as possible. When the effects wear off, you feel a vague urge to sample them again.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Three drams of [[Bladeroot]], two drams each of [[Imperial Roseweald]] and [[Cerulean Mazzarine]] and a single ring of [[Materials#Ilium|Ilium]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Caress_of_Arhallogen&amp;diff=14994</id>
		<title>Caress of Arhallogen</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Caress_of_Arhallogen&amp;diff=14994"/>
		<updated>2013-01-08T17:35:28Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
This wooden staff is often marked with the shape of spiders, scorpions and other poisonous bugs. It sometimes seems sticky to the touch, and several owners have commented that the staff sometimes seems to be &#039;&#039;watching&#039;&#039; them. It is named for the [[Eternals|Eternal]] [[Arhallogen]], who has dominion over many forms of insect and arachnid. Some scholars believe that the knowledge of how to make these magical implements was first derived from that Eternal, and that each one that is made is somehow connected to the King of Spiders. It has been noted by some [[Urizen]] [[Urizen magical traditions#Stargazers|stargazers]] and [[Dawn|Dawnish]] [[Earl#Enchanters|enchanters]] in particular that the Eternal and it&#039;s heralds seem better disposed towards magician-diplomats who are bonded to one of these items.&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Synod|Synod]] used their influence to ban the creation of this item during the reign of [[Empress Teleri]], but the [[Empress Varkula]] had that decision reversed, claiming with characteristic practicality that she largely did not care where a magician got his power from as long as he used it in the service of the Empire. Still. creation or possession of one of these staffs may cause concern in the Synod, and result in an individual being called before one of the assemblies (especially the [[Virtue Assembly|assembly]] of [[Vigilance]].&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magic overview#Staffs|Staff]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Twice per day you may cast the [[Spell list#Venom|venom]] or [[Spell list#Paralysis|paralysis]] spell without spending any mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a caress of arhallogen requires twenty-one measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]], nine measures of [[Materials#Ambergelt|ambergelt]], nine measures of [[Materials#Iridescent Gloaming|iridescent gloaming]] and five ingots of [[Materials#Weltsilver|weltsilver]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Staffs]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14833</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14833"/>
		<updated>2013-01-07T15:07:34Z</updated>

		<summary type="html">&lt;p&gt;Paul: added implements to shatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monstrous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon, implement or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon, implement or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the [[Combat skills#Weapon master|Weapon Master]] skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon in the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Shield Type&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Max Dimensions&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Buckler&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;15&amp;quot; (40cm) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Round shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; (1m) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; by 24&amp;quot; (1m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Kite/Heater shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Any armour made from steel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boudary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14541</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14541"/>
		<updated>2013-01-04T17:06:04Z</updated>

		<summary type="html">&lt;p&gt;Paul: clarified on stacking armour.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the weaponmaster skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the three skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon longer than 24&amp;quot; can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon in the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Shield Type&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Max Dimensions&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Buckler&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;15&amp;quot; (40cm) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Round shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; (1m) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; by 24&amp;quot; (1m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Kite/Heater shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
Wearing more than one type of armour does not grant any additional hits.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Any armour made from steel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boudary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn%27s_Glory&amp;diff=14463</id>
		<title>Dawn&#039;s Glory</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn%27s_Glory&amp;diff=14463"/>
		<updated>2013-01-02T23:15:11Z</updated>

		<summary type="html">&lt;p&gt;Paul: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
These great two-handed swords are very impressive when wielded by a knight in a harness of [[Combat#Heavy Armour|full plate]], striding across the battlefield driving their enemies before them. It is common for them to be granted by a [[Questing_knight#Creating_a_knightly_order|Knightly Order]] to a new member who has just passed their [[Dawn_Culture_and_Customs#The_Test_of_Mettle|Test of Mettle]]. When given in such a way they are traditionally decorated with the [[Dawn_culture_and_customs#Heraldry|heraldic symbols]] of the errant’s new order.&lt;br /&gt;
&lt;br /&gt;
They also have some popularity in [[The_Marches|The Marches]] where Yeomen with a sense of irony commission great [[Materials#Green Iron|green iron]] poleaxes called Dawn’s Folly.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#Two-handed Weapon|Two-handed Weapon]]. Despite the name any two-handed weapon may be a dawn&#039;s glory.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain one additional [[Heroic skills#Hero Points|hero point]].&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a dawn&#039;s glory requires twelve ingots of [[Materials#Green Iron|green iron]]. six ingots of [[Materials#Weltsilver|weltsilver]] and six measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Lord Bohemond held out the great two-handed sword towards Annice.&lt;br /&gt;
&lt;br /&gt;
“Annice, have you been to all nations Imperial and saved the life of one citizen of each in turn as was your Test of Mettle?”&lt;br /&gt;
&lt;br /&gt;
“That I have, sir” she replied solemnly&lt;br /&gt;
&lt;br /&gt;
“Then  arise, Lady Annice.Take this blade as a sign of membership of the Order of the Spring Colt”&lt;br /&gt;
&lt;br /&gt;
Lady  Annice rose from her knee, plate clinking into position. She turned to face the rising sun. A cloud of dust had risen over the lip of the hill. &lt;br /&gt;
She held the new  sword aloft and smiled, the Weltsilver horse’s head glistened in the light.&lt;br /&gt;
The assembled host cheered and roared, louder even than the approaching barbarian mass.&lt;br /&gt;
Lady Annice stepped forward against the orc charge. The crude battleline broke like a wave upon the cliffs.&lt;br /&gt;
&lt;br /&gt;
~ from The Tale of the Battle of Knightmaker Hill by Troubadour Sibylla Pridesvoice&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Two-handed Weapons]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14387</id>
		<title>Warden&#039;s Fists</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14387"/>
		<updated>2013-01-02T15:18:55Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
It is said that the first pair of warden&#039;s fists was crafted by a [[Warden]] born of both the tribes [[Varushka_history|Vard and Ushka]], she made and named them Brother and Sister for the siblings that she never had. However the [[Navarr]] claim that the Wardens learnt the secret from their [[Navarr_magical_traditions#Vates|Vates]] who claim that they were originally called [[Navarr_history|Terunael’s]] Fists and were a common weapon in their war against what came before the [[Vallorn]].&lt;br /&gt;
{{CaptionedImage|file=Urizen-2655.jpg|width=160|align=right|caption=Sword and Rod}}&lt;br /&gt;
The [[Varushka_Lineage_and_Species_Attitudes#Company_of_the_White_Stag|Company of the White Stag]] often refer to warden&#039;s fists as Antlers, and shape the [[Materials#Dragonbone|Dragonbone]] component of the axe and rod into complex tangs often resembling their own, as a maker’s mark.&lt;br /&gt;
&lt;br /&gt;
In [[Urizen]] they are favourite among the [[Urizen_military_concerns#Sentinels|Sentinels]] who believe that the balance between martial and magical is the best demonstration of [[Arete]], a fight that can be altered by quickly removing pivotal opponents is one that you win without wasted lives.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; A pair consisting of a [[Combat#One-handed Weapons|one-handed weapon]] and a [[Magic overview#Rods|rod]] or [[Magic overview#Wands|wand]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you may either use the weapon to call [[Combat#CLEAVE|CLEAVE]] or instead use the rod to cast [[Spell list#Repel|Repel]] without spending [[Heroic skills#Hero Points|hero points]] or [[Magical skills|Mana]].&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a set of warden&#039;s fists requires five ingots of [[Materials#Dragonbone|dragonbone]], two ingots each of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Orichalcum|orichalcum]]. It takes one month to make a pair of these items.&lt;br /&gt;
You require both the [[Combat skills#Ambidexterity|ambidexterity]] and [[Magical skills#Magician|magician]] skills to bond to these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Arcane Weapons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The Wolves circled her, the wall that was a road was out pf sight now. The creeping darkness of the forest . She had been tracking them for days, and nights, without sleep. She could smell the putrid breath of the ghouls, they hissed. &lt;br /&gt;
&lt;br /&gt;
Maybe three of them. &lt;br /&gt;
&lt;br /&gt;
No, four.&lt;br /&gt;
&lt;br /&gt;
She was alone.&lt;br /&gt;
&lt;br /&gt;
She crouched in the glade, undergrowth knotted about her feet. She was wounded, a gash in the side from a bone sharp branch. The Wolves could smell the metallic tang of blood in the air. They made a guttural noise in their throats. She tensed.&lt;br /&gt;
&lt;br /&gt;
“I am ready.”&lt;br /&gt;
&lt;br /&gt;
The first two charged, her Antlers flashed, their tangs finding homes in the ribs of the monsters. One falling instantly to the rend of the axe, the second ran wheeling back into the woods at the clash of magic from her rod.  The remaining couple came crashing and snarling out of the gloomy brush. &lt;br /&gt;
Two-on-one, now those were better odds.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14386</id>
		<title>Warden&#039;s Fists</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14386"/>
		<updated>2013-01-02T15:18:34Z</updated>

		<summary type="html">&lt;p&gt;Paul: clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
It is said that the first pair of warden&#039;s fists was crafted by a [[Warden]] born of both the tribes [[Varushka_history|Vard and Ushka]], she made and named them Brother and Sister for the siblings that she never had. However the [[Navarr]] claim that the Wardens learnt the secret from their [[Navarr_magical_traditions#Vates|Vates]] who claim that they were originally called [[Navarr_history|Terunael’s]] Fists and were a common weapon in their war against what came before the [[Vallorn]].&lt;br /&gt;
{{CaptionedImage|file=Urizen-2655.jpg|width=160|align=right|caption=Sword and Rod}}&lt;br /&gt;
The [[Varushka_Lineage_and_Species_Attitudes#Company_of_the_White_Stag|Company of the White Stag]] often refer to warden&#039;s fists as Antlers, and shape the [[Materials#Dragonbone|Dragonbone]] component of the axe and rod into complex tangs often resembling their own, as a maker’s mark.&lt;br /&gt;
&lt;br /&gt;
In [[Urizen]] they are favourite among the [[Urizen_military_concerns#Sentinels|Sentinels]] who believe that the balance between martial and magical is the best demonstration of [[Arete]], a fight that can be altered by quickly removing pivotal opponents is one that you win without wasted lives.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; A pair consisting of a [[Combat#One-handed Weapons|one-handed weapon]] and a [[Magic overview#Rods|rod]] or [[Magic overview#Wands|wand]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you may use the weapon to call [[Combat#CLEAVE|CLEAVE]] or instead use the rod to cast [[Spell list#Repel|Repel]] without spending [[Heroic skills#Hero Points|hero points]] or [[Magical skills|Mana]].&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a set of warden&#039;s fists requires five ingots of [[Materials#Dragonbone|dragonbone]], two ingots each of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Orichalcum|orichalcum]]. It takes one month to make a pair of these items.&lt;br /&gt;
You require both the [[Combat skills#Ambidexterity|ambidexterity]] and [[Magical skills#Magician|magician]] skills to bond to these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Arcane Weapons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The Wolves circled her, the wall that was a road was out pf sight now. The creeping darkness of the forest . She had been tracking them for days, and nights, without sleep. She could smell the putrid breath of the ghouls, they hissed. &lt;br /&gt;
&lt;br /&gt;
Maybe three of them. &lt;br /&gt;
&lt;br /&gt;
No, four.&lt;br /&gt;
&lt;br /&gt;
She was alone.&lt;br /&gt;
&lt;br /&gt;
She crouched in the glade, undergrowth knotted about her feet. She was wounded, a gash in the side from a bone sharp branch. The Wolves could smell the metallic tang of blood in the air. They made a guttural noise in their throats. She tensed.&lt;br /&gt;
&lt;br /&gt;
“I am ready.”&lt;br /&gt;
&lt;br /&gt;
The first two charged, her Antlers flashed, their tangs finding homes in the ribs of the monsters. One falling instantly to the rend of the axe, the second ran wheeling back into the woods at the clash of magic from her rod.  The remaining couple came crashing and snarling out of the gloomy brush. &lt;br /&gt;
Two-on-one, now those were better odds.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14384</id>
		<title>Warden&#039;s Fists</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Warden%27s_Fists&amp;diff=14384"/>
		<updated>2013-01-02T15:17:51Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
It is said that the first pair of warden&#039;s fists was crafted by a [[Warden]] born of both the tribes [[Varushka_history|Vard and Ushka]], she made and named them Brother and Sister for the siblings that she never had. However the [[Navarr]] claim that the Wardens learnt the secret from their [[Navarr_magical_traditions#Vates|Vates]] who claim that they were originally called [[Navarr_history|Terunael’s]] Fists and were a common weapon in their war against what came before the [[Vallorn]].&lt;br /&gt;
{{CaptionedImage|file=Urizen-2655.jpg|width=160|align=right|caption=Sword and Rod}}&lt;br /&gt;
The [[Varushka_Lineage_and_Species_Attitudes#Company_of_the_White_Stag|Company of the White Stag]] often refer to warden&#039;s fists as Antlers, and shape the [[Materials#Dragonbone|Dragonbone]] component of the axe and rod into complex tangs often resembling their own, as a maker’s mark.&lt;br /&gt;
&lt;br /&gt;
In [[Urizen]] they are favourite among the [[Urizen_military_concerns#Sentinels|Sentinels]] who believe that the balance between martial and magical is the best demonstration of [[Arete]], a fight that can be altered by quickly removing pivotal opponents is one that you win without wasted lives.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; A pair consisting of a [[Combat#One-handed Weapons|one-handed weapon]] and a [[Magic overview#Rods|rod]] or [[Magic overview#Wands|wand]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you may use either the weapon to call [[Combat#CLEAVE|CLEAVE]] or the rod to cast [[Spell list#Repel|Repel]] without spending [[Heroic skills#Hero Points|hero points]] or [[Magical skills|Mana]].&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a set of warden&#039;s fists requires five ingots of [[Materials#Dragonbone|dragonbone]], two ingots each of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Orichalcum|orichalcum]]. It takes one month to make a pair of these items.&lt;br /&gt;
You require both the [[Combat skills#Ambidexterity|ambidexterity]] and [[Magical skills#Magician|magician]] skills to bond to these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Arcane Weapons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The Wolves circled her, the wall that was a road was out pf sight now. The creeping darkness of the forest . She had been tracking them for days, and nights, without sleep. She could smell the putrid breath of the ghouls, they hissed. &lt;br /&gt;
&lt;br /&gt;
Maybe three of them. &lt;br /&gt;
&lt;br /&gt;
No, four.&lt;br /&gt;
&lt;br /&gt;
She was alone.&lt;br /&gt;
&lt;br /&gt;
She crouched in the glade, undergrowth knotted about her feet. She was wounded, a gash in the side from a bone sharp branch. The Wolves could smell the metallic tang of blood in the air. They made a guttural noise in their throats. She tensed.&lt;br /&gt;
&lt;br /&gt;
“I am ready.”&lt;br /&gt;
&lt;br /&gt;
The first two charged, her Antlers flashed, their tangs finding homes in the ribs of the monsters. One falling instantly to the rend of the axe, the second ran wheeling back into the woods at the clash of magic from her rod.  The remaining couple came crashing and snarling out of the gloomy brush. &lt;br /&gt;
Two-on-one, now those were better odds.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=14330</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=14330"/>
		<updated>2013-01-02T13:54:45Z</updated>

		<summary type="html">&lt;p&gt;Paul: date change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:McKannaTopStrip.jpg]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will eventually be able to find everything you need to know about &#039;&#039;&#039;Empire&#039;&#039;&#039;, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which begins Easter 2013. The Empire development team will be uploading new content throughout 2013, so check back regularly. &lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=ArtTeamMeeting.jpg|link=Game overview}}&lt;br /&gt;
Take a look at the [[game overview]] to get an idea of what Empire is all about, or read the [[Empire rules]] to find out how to create a character, what skills you can buy and how combat works.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=NavarrSpear4.jpg|link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine great human  [[the Nations|nations]] and the Imperial Orcs. You can find out all about their culture and costumes from the wiki; everything from their backgrounds to help on how to make costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=ChangelingIcon2.jpg|link=Lineage overview}}&lt;br /&gt;
All human beings may choose to possess one of the six [[Lineage overview|lineages]] if they are touched by the magic of the [[Realms]]. Read how each lineage can shape your character&#039;s appearance and personality.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=ThreeSteinr.jpg|caption=Armour by [[Idiom Productions]]|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=ThreeDawn.jpg|caption=Photography by Oliver Facey|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarians|barbarian enemies]], [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Triumphant_Blade&amp;diff=14270</id>
		<title>Triumphant Blade</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Triumphant_Blade&amp;diff=14270"/>
		<updated>2013-01-01T19:22:39Z</updated>

		<summary type="html">&lt;p&gt;Paul: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
A Triumphant Blade is a popular enchanted weapon, used throughout the Empire in various forms. A heroic individual may enhance their reservoir of inner strength directly, but with a little effort anyone can benefit from the fire the weapon kindles in their soul. In addition to allowing even the meekest senator to stand firm in the face of malign spiritual presences, it is sometimes coupled with other enchanted items such as [[Mediator&#039;s Mail]] to serve as a mystical &#039;power source&#039; for the second item.&lt;br /&gt;
&lt;br /&gt;
A [[Dawn|Dawnish]] triumphant blade often bears the rune [[Tykonus]], while a [[Wintermark|Winterfolk]]-forged axe or sword is just as likely to bear [[Gralm]] or [[Ull]], the runes associated with fate and chance. In [[Varushka]], a &#039;&#039;Schlacta&#039;s Axe&#039;&#039; is a popular weapon bought by rich Boyars for their favoured captains, while the [[Freeborn|The Brass Coast]] and officers of the [[Free Companies]] of the [[The League|league]] alike are known to favour beautifully crafted and decorated triumphant blades as marks of office.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#One-handed Weapon|One-handed Weapon]]. Despite the name any one-handed weapon may be a triumphant blade.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain one additional [[Heroic skills#Hero Points|hero point]].&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a triumphant blade requires ten units of [[Materials#Green Iron|green iron]], seven ingots of [[Materials#Orichalcum|orichalcum]] and seven measures of [[Materials#Dragonbone|dragonbone]] . It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:One-handed Weapons]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bravo%27s_Blade&amp;diff=14266</id>
		<title>Bravo&#039;s Blade</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bravo%27s_Blade&amp;diff=14266"/>
		<updated>2013-01-01T18:30:35Z</updated>

		<summary type="html">&lt;p&gt;Paul: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
A savage weapon, capable of inflicting devastating damage on an opponent.&lt;br /&gt;
&lt;br /&gt;
In some [[Varushka|Varushkan]] histories the tyrant-boyar [[Alderei the Fair]] was said to have wielded an artefact-quality blackened sword with the properties of a bravo&#039;s blade.&#039;&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#One-handed Weapon|One-handed Weapon]]. Despite the name any one-handed weapon may be a biting blade.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day, you may spend two [[Heroic skills#Hero Points|hero points]] to call [[Combat#IMPALE|IMPALE]] with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a bravo&#039;s blade requires twenty ingots of [[Materials#Tempest Jade|tempest jade]], eight ingots of [[Materials#Orichalcum|orichalcum]], seven ingots of [[Materials#Green Iron|green iron]] and seven ingots of [[Materials#Dragonbone|dragonbone]] It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:One-handed Weapons]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrivener%27s_Guard&amp;diff=14265</id>
		<title>Scrivener&#039;s Guard</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Scrivener%27s_Guard&amp;diff=14265"/>
		<updated>2013-01-01T18:29:29Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
This light mail shirt, usually composed of mithril or made in the form of steel ringmail, is favoured by [[Wintermark|Winterfolk]] and [[The Brass Coast|Freeborn]] senators,diplomats, negotiators and merchants who go to dangerous places in the pursuit of their duties. It is also popular with [[Wintermark military concerns#Bannermen|bannermen]] and [[Wintermark culture and customs#Scop|scops]].&lt;br /&gt;
&lt;br /&gt;
In the Brass Coast it is sometimes crafted from leather and dubbed &#039;&#039;Scrivener&#039;s Scale&#039;&#039;. The Freeborn Emperor Ahraz is known to have worn a suit of scrivener&#039;s scale during most of his career, including his negotiations with the rebellious orc slaves. When queried about why he did not don a more powerful suit of armour he is said to have replied: &#039;&#039;I am a diplomat, not a warrior. My armour is more to stop me being a burden on my bodyguards than to aid me in battle. If a fight breaks out, I will do my best but I am no soldier and no amount of armour will make me one. Better I save my money and spend it somewhere it will do good -  on weapons and armour for those to whom I entrust my life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#Medium Armour|Medium armour]]. Despite the name any medium armour may be mediator&#039;s mail.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you can spend a [[Heroic skills#Hero Points|hero point]] to use the [[Heroic skills#Second Wind|second wind]] skill.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a suit of mediator&#039;s mail requires no special materials. It takes two months to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Medium Armour]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14175</id>
		<title>Battlesmith&#039;s Panoply</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14175"/>
		<updated>2012-12-31T18:10:16Z</updated>

		<summary type="html">&lt;p&gt;Paul: consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
These potent forms of mage armour are commonly brightly coloured in multiple shades, caused by the abundance of irridescent gloaming dye and thread used in their construction. It often bears both of the runes Jotra and Wyr. &lt;br /&gt;
&lt;br /&gt;
The Battlesmith&#039;s Panoply is a powerful suit of mage armour, granting both increased arcane power and durability. In Urizen, where it is commonly called the Warlock&#039;s Net, it is said that this mage armour allows any mage to go into a battle unformed, focusing their strengths where they are most needed, being free to adapt and flow as their needs change. In Wintermark, a Runesmith wearing a battlesmith&#039;s panoply is often said to have forged himself for nothing but war, and that to bond to such a panoply is to make a fork in their skein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magical_skills#Wear_Mage_Armour|Mage Armour]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; While wearing this armour, you gain two additional personal mana and one additional rank of endurance.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Battlesmith&#039;s Panoply requires eight ingots of [[Materials#Green Iron|green iron]], five ingots of [[Materials#Weltsilver|weltsilver]], nine ingots of [[Materials#Ambergelt|ambergelt]], and fifteen ingots of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Mage Armour]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14174</id>
		<title>Battlesmith&#039;s Panoply</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14174"/>
		<updated>2012-12-31T17:55:34Z</updated>

		<summary type="html">&lt;p&gt;Paul: Description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
These potent forms of mage armour are commonly brightly coloured in multiple shades, caused by the abundance of irridescent gloaming dye and thread used in their construction. It often bears both of the runes Jotra and Wyr. &lt;br /&gt;
&lt;br /&gt;
The Battlesmith&#039;s Panoply is a powerful suit of mage armour, granting both increased arcane power and durability. In Urizen, where it is commonly called the Warlock&#039;s Net, it is said that this mage armour allows any mage to go into a battle unformed, focusing their strengths where they are most needed, being free to adapt and flow as their needs change. In Wintermark, a Runesmith wearing a battlesmith&#039;s panoply is often said to have forged himself for nothing but war, and that to bond to such a panoply is to make a fork in their skein. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magical_skills#Wear_Mage_Armour|Mage Armour]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; While wearing this armour, you gain two personal mana and one rank of endurance.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Battlesmith&#039;s Panoply requires eight ingots of [[Materials#Green Iron|green iron]], five ingots of [[Materials#Weltsilver|weltsilver]], nine ingots of [[Materials#Ambergelt|ambergelt]], and fifteen ingots of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Mage Armour]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14168</id>
		<title>Battlesmith&#039;s Panoply</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Battlesmith%27s_Panoply&amp;diff=14168"/>
		<updated>2012-12-31T17:37:03Z</updated>

		<summary type="html">&lt;p&gt;Paul: rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
Blah&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magical_skills#Wear_Mage_Armour|Mage Armour]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; While wearing this armour, you gain two personal mana and one rank of endurance.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Battlesmith&#039;s Panoply requires eight ingots of [[Materials#Green Iron|green iron]], five ingots of [[Materials#Weltsilver|weltsilver]], nine ingots of [[Materials#Ambergelt|ambergelt]], and fifteen ingots of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Mage Armour]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=14163</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=14163"/>
		<updated>2012-12-31T17:22:47Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magic Calls==&lt;br /&gt;
*&#039;&#039;&#039;There are six magic calls&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The magic calls do not affect targets that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All magic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CURSE===&lt;br /&gt;
*&#039;&#039;&#039;You are cursed; see a ref for details when it is appropriate to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.&lt;br /&gt;
&lt;br /&gt;
===ENTANGLE===&lt;br /&gt;
*&#039;&#039;&#039;The target may not move their feet; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
*&#039;&#039;&#039;The target may talk but may not make any other movement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===REPEL===&lt;br /&gt;
*&#039;&#039;&#039;The target must move away from the caster at a brisk walk or faster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds or until you have retreated for 20’&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===VENOM===&lt;br /&gt;
*&#039;&#039;&#039;The target’s bleed time drops to zero; they die immediately if they lose all body hits (and may not use the unstoppable ability)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
*&#039;&#039;&#039;The target may not use any [[Heroic skills|heroic skills]], use any mana or activate any magic items; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*&#039;&#039;&#039;You must expend personal mana or crystalized mana to cast a spell&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every magician starts with four personal mana every day&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All spells require vocals clearly audible to everyone within a few metres&#039;&#039;&#039;&lt;br /&gt;
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].&lt;br /&gt;
&lt;br /&gt;
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell. &lt;br /&gt;
&lt;br /&gt;
Your personal mana replenishes overnight.&lt;br /&gt;
&lt;br /&gt;
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying effects==&lt;br /&gt;
*&#039;&#039;&#039;You may experience magical effects that influence your roleplaying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You decide how your character responds to any roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot ignore roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s personality and mood. It is common for religious characters to be able to produce positive effects, for instance the sermon of a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. Your character’s response might be influenced by their lineage as well as factors like blessings or relics carried. Most characters in Empire are brave heroes of one kind or another, but truly notable deeds like sworn oaths, bonds of love or fealty might also be the justification a character needs to endure an effect they desire to confront.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a group of characters encounters a glade filled with an overwhelming aura of fear and dread. One of the characters is a [[changeling]] who can always choose to respond to such effects with a dreadful wrath, she gives an angry snarl and strides into the glade. The changeling’s bodyguard has sworn a great oath to protect his liege at any cost - driven by the strength of his oath he grits his teeth and huddles close to his liege attempting to cover them both with his shield. The remainder of the group lurk around the edge, hoping to find the motivation to overcome the dark pall.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Must be a weapon safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to cast regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they are not weapons and cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it clear that they are magical implements and not weapons. &lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour==&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Providers 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
&lt;br /&gt;
* Circlet (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
*&#039;&#039;&#039;Every ritual draws primarily on one of the six realms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every ritual has a cost in crystalized mana to perform the ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A ritualist may only expend mana up to their level of skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crystalized mana expended by a character who has mastered the ritual counts double&#039;&#039;&#039;&lt;br /&gt;
There is a library of known rituals that have been performed by Imperial magicians. Every ritual draws its power from one of the six magical realms and requires a set amount of crystalized mana to perform.&lt;br /&gt;
&lt;br /&gt;
Rituals require crystalized mana to cast, they are too powerful to perform with personal mana. The amount of crystalized mana that each a ritualist can expend is limited by their level of skill with the appropriate realm lore. Crystalized mana used by a character that has mastered the ritual counts double.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. A magician is performing the ritual, The Ascetic Star of Atun, a level 6 Day ritual. The ritualist has three levels of skill in day lore, allowing them to contribute three points of crystalized mana, however the caster has mastered the ritual, doubling their effective mana. This allows them to achieve the 6 points required for the ritual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to create a ritual at an event that is not part of the existing library of known Imperial rituals. In this instance you will need to consult with a referee who will tell you what realm the ritual effect is and how much mana is required to perform the ritual. Spontaneous rituals may vary in cost from one event to another. If you learn to master a ritual that you have created then the cost of that ritual is fixed from that point onwards.&lt;br /&gt;
&lt;br /&gt;
==Covens==&lt;br /&gt;
*&#039;&#039;&#039;Ritualists can cooperate to perform a ritual by creating a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any character can create a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A coven must have a name and an oath&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ritualists join the coven by bonding themselves to it&#039;&#039;&#039;&lt;br /&gt;
A ritualist can always perform a ritual by themselves. Most ritualists are also part of a coven, a mystical union that extends the hearth magic of oaths to allow participants to combine their strength. &lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic2.jpg|align=left|width=400}}&lt;br /&gt;
Any character can create a coven, you can use the online character creation system to form a coven. A coven uses the hearth magic inherent in oaths to allow participants to work together, so every coven must have an oath of some kind, which must be set when the coven is created. Once created, the oath cannot be changed, a new coven must be formed if characters wish to change their oath.&lt;br /&gt;
&lt;br /&gt;
Ritualists can join the coven using the create bond spell that all magicians know. There must be an existing member of the coven present for the spell to work. The caster must know the name of the coven and they must recite at least a few words of the oath when they cast the spell. Only characters that are members of the same nation can join a coven.&lt;br /&gt;
&lt;br /&gt;
Members of a coven can work together to perform a ritual with each participant contributing mana to a ritual up to the limit of their ability.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=14162</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spellcasting&amp;diff=14162"/>
		<updated>2012-12-31T17:22:20Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magic Calls==&lt;br /&gt;
*&#039;&#039;&#039;There are six magic calls&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The magic calls do not affect targets that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All magic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
There are six magic calls that can affect you. All players should make sure that they are familiar with these calls and their effects.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist a magic call in Empire, but magic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CURSE===&lt;br /&gt;
*&#039;&#039;&#039;You are cursed; see a ref for details when it is appropriate to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
A curse does not immediately affect your character; you are aware that you have been cursed but may continue to fight and act normally. See a referee for more details once you are able to do so without interrupting your roleplaying.&lt;br /&gt;
&lt;br /&gt;
===ENTANGLE===&lt;br /&gt;
*&#039;&#039;&#039;The target may not move their feet; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===PARALYSE===&lt;br /&gt;
*&#039;&#039;&#039;The target may talk but may not make any other movement&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===REPEL===&lt;br /&gt;
*&#039;&#039;&#039;The target must move away from the caster at a brisk walk or faster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts 10 seconds or until you have retreated for 20’&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===VENOM===&lt;br /&gt;
*&#039;&#039;&#039;The target’s bleed time drops to zero; they die immediately if they lose all body hits (and may not use the unstoppable ability)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===WEAKNESS===&lt;br /&gt;
*&#039;&#039;&#039;The target may not use any [[Heroic skills|heroic skills]], use any mana or activate any magic items; they may otherwise move and fight normally&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The effect lasts until cured&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
*&#039;&#039;&#039;You must expend personal mana or crystalized mana to cast a spell&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every magician starts with four personal mana every day&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All spells require vocals clearly audible to everyone within a few metres&#039;&#039;&#039;&lt;br /&gt;
Any character that purchases the magician skill has four personal mana and is able to cast [[Spell list#Create Bond|create bond]], [[Spell list#Detect Magic|detect magic]] or [[Spell list#Operate Portal|operate portal]]. Each time a character purchases an extra spell they must choose one additional spell from the [[spell list]].&lt;br /&gt;
&lt;br /&gt;
Your character may also use crystalized mana to cast spells; a single crystal can be used to cast any single spell. &lt;br /&gt;
&lt;br /&gt;
Your personal mana replenishes overnight.&lt;br /&gt;
&lt;br /&gt;
All spell vocals require appropriate roleplaying which must include spell vocals in a clear voice audible to everyone within a few metres of you.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying effects==&lt;br /&gt;
*&#039;&#039;&#039;You may experience magical effects that influence your roleplaying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You decide how your character responds to any roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You cannot ignore roleplaying effects&#039;&#039;&#039;&lt;br /&gt;
You may be the target of a power or ability that includes direction marked “roleplaying effects”. This states an influence on your character’s personality and mood. It is common for religious characters to be able to produce positive effects, for instance the sermon of a priest may infuse your character with a feeling of courage and confidence. Although your character cannot ignore the effects it is up to you choose how your character responds to the feelings they are experiencing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a priest wishes to encourage you and half a dozen of your friends to risk death to retrieve a rare artefact from a large group of orc raiders. Just before the expedition departs the priest imparts a blessing of [[Courage]] to everyone making them feel confident, bold and fearless. You decide that your character responds to their new found courage by leaving the group and instead going to publicly confront the Cardinal of [[Prosperity]] for taking bribes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is also common to encounter malign auras and influences that will produce negative effects such as feelings of fear or anger. Your character must respond to these effects but it is up to you to determine the manner with which your character responds. Your character’s response might be influenced by their lineage as well as factors like blessings or relics carried. Most characters in Empire are brave heroes of one kind or another, but truly notable deeds like sworn oaths, bonds of love or fealty might also be the justification a character needs to endure an effect they desire to confront.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a group of characters encounters a glade filled with an overwhelming aura of fear and dread. One of the characters is a [[changeling]] who can always choose to respond to such effects with a dreadful wrath, she gives an angry snarl and strides into the glade. The changeling’s bodyguard has sworn a great oath to protect his liege at any cost - driven by the strength of his oath he grits his teeth and huddles close to his liege attempting to cover them both with his shield. The remainder of the group lurk around the edge, hoping to find the motivation to overcome the dark pall.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Implements==&lt;br /&gt;
*&#039;&#039;&#039;Must be a weapon safe phys-rep of a wand, rod or staff&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Offensive spells can only be delivered using an implement&#039;&#039;&#039;&lt;br /&gt;
An implement is a magical tool that allows a magician to briefly store the effect of an [[Spell_list#Offensive_Spells|offensive spell]] before it is released. All [[Spell_list#Offensive_Spells|offensive spells]] require an implement to be used. You cannot use an implement to cast regular spells such as [[Spell list#Mend|mend]] or [[Spell list#Heal|heal]].&lt;br /&gt;
&lt;br /&gt;
Implements come in three broad classifications; wands, rods and staves. Any character with the [[Magical skills#Magician|magician]] skill can wield a wand or rod effectively, but the [[Magical_skills#Wield_Mage_Staff|wield mage staff]] skill is needed to wield a staff.&lt;br /&gt;
&lt;br /&gt;
A character can cause a point of damage with an implement, but they are not weapons and cannot be used with the heroic skills [[Heroic skills#Cleaving Strike|cleaving strike]], [[Heroic skills#Shattering Blow|shattering blow]] or [[Heroic skills#Mighty Strikedown|mighty strikedown]].&lt;br /&gt;
&lt;br /&gt;
Although any magician may choose to use a wand or rod as an implement, some magical enchantments can only be placed on wands and some can only be placed on rods.&lt;br /&gt;
&lt;br /&gt;
All magical implements must be weapon safe phys-reps. They may appear to be made of any material, and should be decorated and shaped to make it clear that they are magical implements and not weapons. &lt;br /&gt;
&lt;br /&gt;
===Wands===&lt;br /&gt;
A wand is 8” to 18” long. Magical wands usually enhance healing incantations such as [[Spell list#Restore Limb|restore limb]] or utility incantations such as  [[Spell list#Mend|mend]]&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
A rod is 18” to 42” long. Wielded in one hand, a rod is popular with many magicians who take the battlefield because it can be combined with a shield or with another one-handed weapon (provided the magician possesses the skill to do so). Magical rods most commonly enhance battlefield incantations such as [[Spell list#Repel|repel]] or [[Spell list#Swift Heal|swift heal]].&lt;br /&gt;
&lt;br /&gt;
===Staff===&lt;br /&gt;
A staff is 42” to 84” long. It must be wielded in two hands, but greatly extends the magicians reach for delivering implement incantations. Staves are popular with magicians of all backgrounds, but require the [[Magical skills#Wield_Mage Staff|mage staff]] skill to use in battle. Magic staves may enhance battlefield incantation or grant benefits to ritual casters.&lt;br /&gt;
&lt;br /&gt;
==Mage Armour==&lt;br /&gt;
*&#039;&#039;&#039;Must cover at least 3 locations including one of the chest, shoulders or waist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Providers 2 extra hits only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Does not protect against [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]] calls&#039;&#039;&#039;&lt;br /&gt;
Mage armour is a magical talisman that protects you against harm but allows you to cast spells. The talisman is made up of several pieces fitted to the wearer&#039;s body to protect them. The parts of the talisman superficially resemble pieces of armour, but armour that is ornate and ceremonial rather than practical. They are often decorated with runes, crystals, gems or other magical accoutrements and it is clear that the armour protects the wearer through magic rather than by physically deflecting blows.&lt;br /&gt;
{{CaptionedImage|file=UrizenMage2.jpg|align=right|width=375}}&lt;br /&gt;
Mage armour provides the wearer with two additional hits. Mage armour does not protect against CLEAVE or IMPALE. To qualify the talisman must include three of the following items including at least one of the first three items on the list:&lt;br /&gt;
&lt;br /&gt;
* Pauldrons (shoulders)&lt;br /&gt;
* Pectorals (upper chest)&lt;br /&gt;
* Hero Belt (waist)&lt;br /&gt;
&lt;br /&gt;
* Circlet (head)&lt;br /&gt;
* Vambraces (wrists)&lt;br /&gt;
* Gorget (neck)&lt;br /&gt;
* Greaves (lower legs)&lt;br /&gt;
&lt;br /&gt;
The items must be substantial and cover a significant portion of the area but it is possible to use a single pauldron, greave or vambrace if appropriate for the costume. &lt;br /&gt;
&lt;br /&gt;
Although mage armour is magical in nature, if you have purchased this skill then you are considered to have access to a suit of mage armour, in the same way a warrior has access to a suit of mundane armour.&lt;br /&gt;
&lt;br /&gt;
Mage armour can be made out of any real world material, provided you try to make as clear as possible that your character is wearing magical protection and not mundane armour.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
*&#039;&#039;&#039;Every ritual draws primarily on one of the six realms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every ritual has a cost in crystalized mana to perform the ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A ritualist may only expend mana up to their level of skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crystalized mana expended by a character who has mastered the ritual counts double&#039;&#039;&#039;&lt;br /&gt;
There is a library of known rituals that have been performed by Imperial magicians. Every ritual draws its power from one of the six magical realms and requires a set amount of crystalized mana to perform.&lt;br /&gt;
&lt;br /&gt;
Rituals require crystalized mana to cast, they are too powerful to perform with personal mana. The amount of crystalized mana that each a ritualist can expend is limited by their level of skill with the appropriate realm lore. Crystalized mana used by a character that has mastered the ritual counts double.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. A magician is performing the ritual, The Ascetic Star of Atun, a level 6 Day ritual. The ritualist has three levels of skill in day lore, allowing them to contribute three points of crystalized mana, however the caster has mastered the ritual, doubling their effective mana. This allows them to achieve the 6 points required for the ritual.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible to create a ritual at an event that is not part of the existing library of known Imperial rituals. In this instance you will need to consult with a referee who will tell you what realm the ritual effect is and how much mana is required to perform the ritual. Spontaneous rituals may vary in cost from one event to another. If you learn to master a ritual that you have created then the cost of that ritual is fixed from that point onwards.&lt;br /&gt;
&lt;br /&gt;
==Covens==&lt;br /&gt;
*&#039;&#039;&#039;Ritualists can cooperate to perform a ritual by creating a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Any character can create a coven&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A coven must have a name and an oath&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ritualists join the coven by bonding themselves to it&#039;&#039;&#039;&lt;br /&gt;
A ritualist can always perform a ritual by themselves. Most ritualists are also part of a coven, a mystical union that extends the hearth magic of oaths to allow participants to combine their strength. &lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic2.jpg|align=left|width=400}}&lt;br /&gt;
Any character can create a coven, you can use the online character creation system to form a coven. A coven uses the hearth magic inherent in oaths to allow participants to work together, so every coven must have an oath of some kind, which must be set when the coven is created. Once created, the oath cannot be changed, a new coven must be formed if characters wish to change their oath.&lt;br /&gt;
&lt;br /&gt;
Ritualists can join the coven using the create bond spell that all magicians know. There must be an existing member of the coven present for the spell to work. The caster must know the name of the coven and they must recite at least a few words of the oath when they cast the spell. Only characters that are members of the same nation can join a coven.&lt;br /&gt;
&lt;br /&gt;
Members of a coven can work together to perform a ritual with each participant contributing mana to a ritual up to the limit of their ability.&lt;br /&gt;
&lt;br /&gt;
[[Category: Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Battlesmith&#039;s Panoply]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stoutheart_Gambeson&amp;diff=14119</id>
		<title>Stoutheart Gambeson</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stoutheart_Gambeson&amp;diff=14119"/>
		<updated>2012-12-31T01:28:18Z</updated>

		<summary type="html">&lt;p&gt;Paul: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
A simple form of light armour that has been responsible for saving a great many lives. The Stoutheart Gambeson is one of the simplest forms of magic armour to create, but very time consuming. The jacket must be carefully quilted over a period of many weeks, and any error in the process may require the artisan to start all over again. [[Dawn|Dawnish]] witch weavers and [[The Marches|Marcher]] artisans alike carefully dye and colour the stoutheart gambesons they craft to show the heraldric colours or livery of the noble house or household for which they are intended, while among the [[Navarr]] and [[Wintermark|Winterfolk]], light leather hauberks bearing protective runes are worn by scouts who want to range some distance from their allies. {{CaptionedImage|file=marches_gambeson.jpg|width=200|align=right|caption=Gambeson}}&lt;br /&gt;
&lt;br /&gt;
In some parts of the Empire these items are given as gifts to soldiers or warriors whose families cannot afford more powerful magical protection. &lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#Light Armour|Light Armour]]. Despite the name any light armour can be a stoutheart gambeson.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; While wearing this armour you gain an additional rank in the [[Combat skills#Fortitude|fortitude]] skill.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a stoutheart gambeson no special materials. It takes two months to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;John Miller grabbed the healer roughly by the elbow. He was a big lad, and though he was tired near to falling-down, his eyes burned beneath the soot and the blood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tha&#039;ll come with us now, healer.&amp;quot; He growled, dragging the shorter man a few steps towards the trees.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There&#039;s no hope John!&amp;quot; Another yeoman in the same livery took hold of John Miller&#039;s shoulder, tried to get his attention, He shook her hand off, shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tha doesn&#039;t know that for sure, Jenny.&amp;quot; He said. &amp;quot;Millers&#039;re hardy sons, it&#039;ll take more than orcs to put us in the soil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wade hurried to keep up, her concern for her comrade outweighing her fatigue and her own pain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s been what, ten minutes now John? John? John! It&#039;s the living we need to worry about now, your brother doesn&#039;t want you to die looking for his body, we&#039;ll make sure he gets buried but ... John!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
John Miller was stubborn, and would not back down. He strode on, without really listening, dragging the healer. A couple of beaters looked over, began to move in their direction, sensing trouble. John dove into the trees, about where he had seen his brother&#039;s go down. A tangled mess of yeomen and orcs, with a couple of opportunistic crows already picking over the corpses.&lt;br /&gt;
&lt;br /&gt;
With a bellow, John scattered the crows. He looked about, wild now, on the verge of one of his famous rages. &amp;quot;Wade!&amp;quot; he shouted, his throat hoarse, his voice broken with anguish and despair and faint hope. &amp;quot;Wade tha bastard! Where are tha Wade!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He dropped to one knee, tears streaming down his face, and beat one fist against the ground. The healer put his hand on his shoulder, reached into his bag for something to take the edge off the pain, but then Jenny held up a hand..&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you hear that?&amp;quot; she asked, incredulous. From underneath a pile of orc bodies ... something. Faint, but there it was again a little louder.&lt;br /&gt;
&lt;br /&gt;
John roared, jumped to his feet, started pulling the still-warm bodies of the barbarians aside. Beneath the slaughter mound, a human figure. His skin was ashen white, his face sodden with blood, his eyes closed ... but they flickered open. The healer swore, and pushed John out of the way, immediately taking charge of the situation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You Miller men really are hard to kill.&amp;quot; Jenny said in awed tones, warning the beaters away with a shake of her head. They observed for a second, then went back to their business, now they could see there would be no trouble. As the healer patched Wade Miller together, he muttered about miracles.&lt;br /&gt;
&lt;br /&gt;
John Miller laughed then, through his tears. His hand went to the tough material of the pale green gambeson he and his brother wore beneath their heavy steel chain. He&#039;d been a little embarrassed when he and Wade had arrived at the muster wearing the padded jackets, felt relieved when the Steward outfitted them with &#039;proper&#039; armour. But now he silently thanked her for it, for her foresight and her hard work.&lt;br /&gt;
&lt;br /&gt;
While he and his brother were tough, their mother&#039;s love made them well-nigh unkillable.&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thresher%27s_Cudgel&amp;diff=14117</id>
		<title>Thresher&#039;s Cudgel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thresher%27s_Cudgel&amp;diff=14117"/>
		<updated>2012-12-31T01:02:11Z</updated>

		<summary type="html">&lt;p&gt;Paul: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
A Thresher&#039;s Cudgel is most commonly a stout knobkerry or shillelagh bound with iron and inlaid with tempest jade. These weapons are often carried by [[The Marches magical traditions#Sorcery and the Threshers|Threshers]] in the [[The Marches|Marches]], but they are known throughout the Empire. Some [[Unconquered]] warriors among the [[Highguard]] call them &#039;&#039;Shamansbane&#039;&#039; weapons, and the nickname is often used by any skirmisher or scout who regularly finds themselves fighting an enemy magician.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#One-handed Weapons|One-handed weapon]]. Despite the name any one-handed weapon can be a thresher&#039;s cudgel.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you may call SHATTER against a mage implement.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a thresher&#039;s cudgel requires six ingots of [[Materials#Tempest Jade|tempest jade]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The volodny thrust with his staff towards the three sisters, keeping them at bay as around them the tormented spirits of the damned villagers shrieked and wailed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will freeze your blood!&amp;quot; cried the volodny, his eyes flashing with silver. He thrust towards the youngest sister, Zelda Ignazy, but she swung her axe with all her might and struck the staff in the middle, shattering it to splinters. As the volodny reeled back, the spirits of the damned villagers swarmed upon Zelda and whispered to her of her lost love, buried these long six months beneath the frozen earth, and she wept and fell to her knees.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will drive you from my presence!&amp;quot; cried the volodny, drawing a rod of twisted pine marked with runes of despair and fear. He swung towards the middle sister, Magda Ignazy, but she swayed aside as a tree sways in a storm, and struck the rod with her sword, shattering it to splinters, As the volodny staggered away, the spirits of the damned villagers surged forward again, and whispered to Magda of her dead daughter, buried these long six years beneath the frozen earth, and she wept and fell to her knees.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will bring the shadow of death onto you all!&amp;quot; cried the volodny, and drew from the hidden place beneath his crimson robe a wand carved from the bone of a child and inlaid with the black stone that was his heart, the wand that looked like a wizened finger wearing an iron ring, as heavy as the full moon. &lt;br /&gt;
&lt;br /&gt;
This was what the eldest sister, Rhina Ignazy, had been waiting for. She had held back while her sisters fought, remembering what the goose had told her and her sisters, remembering the advice their grandfather had given them before they set out.&lt;br /&gt;
&lt;br /&gt;
As the volodny darted forward, his sleeves flapping like the wings of a great bloody bat, she struck with her wooden club, and broke the wand into flinders of bone and shattered crystal. &lt;br /&gt;
&lt;br /&gt;
The volodny gave a single terrible cry, and then cracks ran across his skin, as he broke apart like an old clay bowl struck with a hammer, leaving nothing but dust and tattered robes.&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Duelist%27s_Scales&amp;diff=14105</id>
		<title>Duelist&#039;s Scales</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Duelist%27s_Scales&amp;diff=14105"/>
		<updated>2012-12-31T00:12:25Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
The weapon known as a duelist&#039;s scales takes it&#039;s name, perhaps unsurprisingly, from the [[The League|League]] custom of [[The League culture and customs#Duelling|duelling]]. Wielding one of these weapons, a duellist can neutralize almost any advantage his opponent might have in terms of heroic maneuvers, spells or special items - provided he is prepared to give up any such advantage himself. The weapon also sees some use on the battlefield, especially when coupled with a few draughts of [[Apothecary potions#Feverfail Elixir|feverfail elixir]] or [[Master Medicinal#Maledict&#039;s Medicament|maledict&#039;s medicament]]. &lt;br /&gt;
&lt;br /&gt;
The Wintermark rune [[Lann]] is sometimes engraved into the hilt of a duellist&#039;s scales, or inset with tempest jade into the pommel. More commonly the weapon is marked with [[Kyrop]], the rune of weakness - which has led to some cunning [[Suaq]] christening those who wield the blades &#039;&#039;Cold Fish&#039;&#039; - referencing both the use of the word scales in the common name, and a common term for the rune itself. &lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Combat#One-handed Weapons|One-handed weapon]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may spend a hero point to call [[Magic overview#WEAKNESS|WEAKNESS]]. You are also affected by WEAKNESS.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a duelist&#039;s scales requires seven ingots of [[Materials#Orichalcum|orichalcum]], three ingots of [[Materials#Tempest Jade|tempest jade]], three ingots of [[Materials#Weltsilver|weltsilver]] and three units of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The trumpets shrieked a brazen salute, and Lord Percy Firefoot, knight of House Bernicia, stepped into the arena to a crashing tide of cheers and applause. Men and women alike threw red roses as the young noble strode forward, his arms raised, flanked by his squires bearing his banner of a cerulean gryphon on a golden field.&lt;br /&gt;
&lt;br /&gt;
Roland stood his ground, doing his best to appear nonchalant. He flicked his eyes towards the stands, to the box where the Earl of Astolat had risen to gently applaud the champion. Lady Isobelle, in whose honour the tourney had been thrown, had both hands on the wall of the box, and Roland could see even from here that her knuckles were white as she clenched the hard wood. She did not look at Roland, her gaze fixed on Lord Firefoot.&lt;br /&gt;
&lt;br /&gt;
It seemed the cheers would go on forever, but they could not have lasted for more than a few minutes at most. As they started to die down, the Earl of Astolat raised one hand, and held it at shoulder height. The crowd fell silent. Roland incongruously wondered what odds were being offered on his victory by the yeoman touts he knew would be somewhere in the hall. His mind was desperately trying not to think of what was about to happen, when the Earl dropped his hand and the duel began.&lt;br /&gt;
&lt;br /&gt;
Roland was suddenly conscious of a presence at his side. A stout woman with gently curling horns and golden eyes had touched his sleeve politely. She wore the colours of the Earl, one of his retainers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Earl wishes you to know that he bears you no personal ill-will, but the terms of the Test were quite clear. Defeat his chosen champion in a contest of arms, on the tourney field. He wishes you to know that it is not too late - you may yield to Sir Percy and retire. Perhaps some lesser House will accept your petition in a few years; but you will not become a noble of House Astolat and, if you persist in this fool&#039;s challenge, the dice will fall where they may and you will have nobody else to blame but yourself. And, perhaps, your mother who has filled your head with foolish fancies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Roland nodded absently, indicating his understanding. The retainer hovered for a moment, and then withdrew. As soon as she was off the field, the Earl dropped his hand.&lt;br /&gt;
&lt;br /&gt;
Immediately Lord Firefoot drew both his vicious battleaxe and his shield. The bright noon sunlight made the pale yellow tempest jade inlaid on the green iron weapon glitter and dance. It caught the orichalcum in the goldenfire chain he wore beneath his azure plate, making it flow like molten honey. The golden runes on the leonine helm flickered and danced. It seemed as if the sun itself had sent down a champion to face him. Roland was painfully aware of his borrowed chain hauberk, his battered shield, the helm that looked more like a bucket than anything designed for war.&lt;br /&gt;
&lt;br /&gt;
He muttered a prayer to Kord, the smith, to inspire him and steel his heart against the fear that sought to overwhelm it and drew the sword the old woman had given to him. The Blade of the Black Gryphon, she had called it. Blackened orichalcum blade set in a battered hilt inlaid with green stone and bound with silvered wire.&lt;br /&gt;
&lt;br /&gt;
As Lord Percy came inexorably onward, confident in his weapon, his armour, his magical helm, Roland stepped up to test whether the Lord Firefoot was really as glorious as the troubadours claimed - or whether there was truth to the rumour that he had become too dependent on his enchanted panoply ...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:One-handed Weapons]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=14050</id>
		<title>Legacy of Thorns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=14050"/>
		<updated>2012-12-30T15:05:46Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Mastery of these preparations allows the brewing of several toxic substances which can hamper an enemies&#039; ability to fight. They have been extensively used by the [[Navarr]] since time immemorial, but many societies have their own equivalents. This includes the barbarian orcs of course - at least one tribe of barbarians living in the eastern swamps is known to make extensive use of preparations such as these when battling their Imperial enemies.&lt;br /&gt;
&lt;br /&gt;
Navarr apothecaries have spend centuries trying to develop a thicker version of these venoms that can be successfully applied to arrows, but to date they have made no progress.&lt;br /&gt;
&lt;br /&gt;
===Blade Venoms===&lt;br /&gt;
Two of these preparations are intended to be applied to melee weapons. They cannot be used with arrows or quarrels, and are ineffective when applied to thrown weapons. It takes five seconds of [[appropriate roleplaying]] to apply a blade venom to a melee weapon, after which you &#039;&#039;must&#039;&#039; make the appropriate call the next time you hit a target. If ten seconds pass without making the call, the venom is wasted. &lt;br /&gt;
&lt;br /&gt;
You cannot combine the call granted by a blade venom with any other combat or magic call; only one call is made at a time.&lt;br /&gt;
&lt;br /&gt;
==Oil of Blackthorn==&lt;br /&gt;
Oil of blackthorn is an effective blade venom, and has seen extensive use by the [[Navarr]] in their battles with barbarians, [[Vallorn]]-spawned horrors and hostile outlaws alike. It is considered very useful for dealing with certain creatures of the Vallorn-infested forests; such creature often heal at a preternatural rate, but they die just as easily as anyone else when venom is involved. [[Varushka|Varushkan]] [[Warden|Wardens]] made occasional use of this venom for the same reason when fighting certain [[Varushkan Monster#Wolves|monsters]] that display similar vivacity. &lt;br /&gt;
&lt;br /&gt;
Among the [[Highguard military concerns#Unconquered|Unconquered]] of [[Highguard]] this thin slate-coloured oil is more commonly termed &#039;&#039;Basilisk Ichor&#039;&#039;. A common tactic is for a close-combat team to use it on their weapons to enhance the effectiveness of a volley of arrows fired by nearby allies - a tactic that some claim they learnt by watching the [[Navarr]]. Darker rumours suggest their ancestors first encountered it from the receiving end, either in some past conflict with the Navarr, or perhaps more likely in the interminable border skirmishes with the barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
Technically, oil of blackthorn should be termed &#039;&#039;oil of blackroot&#039;&#039; and in parts of [[Varushka]] and [[Urizen]] they prefer to use this name for this toxic paste. It is occasionally used as an ingestive poison, but the benefits of doing so are minimal; the victim tends to recover quickly after they have thrown up, and there are no permanent effects from consuming the venom orally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This oil is smeared on a melee weapon over 5 seconds. The wielder must then call  [[Magic overview#VENOM|VENOM]] on the next blow with the weapon within 10 seconds. If the call is not used within ten seconds, then it is wasted.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying:&#039;&#039;&#039; If you have drunk this oil, you are subject to nausea and painful stomach cramps for the next half hour, although if you vomit or are treated with the [[Spell list#Purify|purify]] spell or by anything else that can end the weakness or venom conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Bladeroot]] and one dram each of [[True Vervain]], [[Cerulean Mazzarine]] and [[Marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Redwillow Paste==&lt;br /&gt;
This sticky rust-coloured paste is called &#039;&#039;Dogman&#039;s Slather&#039;&#039; in the [[The Marches|Marches]]. While it is occasionally used by [[The Marches military concerns#Beaters|beaters]], it is more commonly encountered smeared on the spears and clubs of the savage [[Feni]] who occasionally plague parts of [[The Marches territories#Upwold|Upwold]].&lt;br /&gt;
&lt;br /&gt;
Again, in [[Varushka]] and [[Urizen]] it is more commonly called &#039;&#039;roseweald paste&#039;&#039; but the semantics of what to call it are generally considered less important than it&#039;s effectiveness in neutralizing magicians and enemy champions. As with oil of blackthorn, this paste can be administered orally - or accidentally drunk when mistaken for another substance - but it has minimal effect that soon passes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This salve is smeared on a melee weapon over 5 seconds. The wielder must call [[Magic overview#WEAKNESS|WEAKNESS]]  on the next blow with the weapon within 10 seconds. If the call is not used within ten seconds, then it is wasted.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; If you have drunk this oil, you are subject to the sudden onset of a feverish temperature accompanied by severe sweating, headache, tiredness and other flu-like symptoms that last for the next half hour, although if you vomit or are treated with the [[Spell list#Purify|purify]] spell or by anything else that can end the venom or weakness conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Imperial Roseweald]] and one dram each of [[True Vervain]], [[Cerulean Mazzarine]] and [[Marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Gutwrench==&lt;br /&gt;
This tangy, translucent russet liquid  is a nasty ingested poison that can cripple an enemy, allowing them to be easily dispatched. It is relatively easy to alleviate, but when fed to an unsuspecting victim makes a potent weapon. There is some evidence that this poison was employed by the eastern barbarians in their early dealings with the [[Highguard|Highborn]], and several stories of massacres in the [[The League|League]]&#039;s history where food or drink was tainted with this substance to render enemies weakened and speed the kill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; If you have drunk this liquid, you are subject to both the WEAKNESS and VENOM conditions. These conditions may be removed normally.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; As long as you suffer from either WEAKNESS or VENOM you feel as if your stomach is on fire; you may experience other symptoms including severe sweating, feverishly elevated temperature, throbbing aches in the head and joints, tiredness, agonizing stomach cramps, nausea, dizziness and painfully heightened senses that make bright lights or loud noises almost unbearable.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Imperial Roseweald]], two drams of [[Bladeroot]] and one dram of [[Cerulean Mazzarine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=14047</id>
		<title>Legacy of Thorns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=14047"/>
		<updated>2012-12-30T14:26:21Z</updated>

		<summary type="html">&lt;p&gt;Paul: parry/block no longer wastes blade venom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Mastery of these preparations allows the brewing of several toxic substances which can hamper an enemies&#039; ability to fight. They have been extensively used by the [[Navarr]] since time immemorial, but many societies have their own equivalents. This includes the barbarian orcs of course - at least one tribe of barbarians living in the eastern swamps is known to make extensive use of preparations such as these when battling their Imperial enemies.&lt;br /&gt;
&lt;br /&gt;
Navarr apothecaries have spend centuries trying to develop a thicker version of these venoms that can be successfully applied to arrows, but to date they have made no progress.&lt;br /&gt;
&lt;br /&gt;
===Blade Venoms===&lt;br /&gt;
Two of these preparations are intended to be applied to melee weapons. They cannot be used with arrows or quarrels, and are ineffective when applied to thrown weapons. It takes five seconds of [[appropriate roleplaying]] to apply a blade venom to a melee weapon, after which you &#039;&#039;must&#039;&#039; make the appropriate call the next time you hit a target. If ten seconds pass without making the call, the venom is wasted. &lt;br /&gt;
&lt;br /&gt;
You cannot combine the call granted by a blade venom with any other combat or magic call; only one call is made at a time.&lt;br /&gt;
&lt;br /&gt;
===Oil of Blackthorn===&lt;br /&gt;
Oil of blackthorn is an effective blade venom, and has seen extensive use by the [[Navarr]] in their battles with barbarians, [[Vallorn]]-spawned horrors and hostile outlaws alike. It is considered very useful for dealing with certain creatures of the Vallorn-infested forests; such creature often heal at a preternatural rate, but they die just as easily as anyone else when venom is involved. [[Varushka|Varushkan]] [[Warden|Wardens]] made occasional use of this venom for the same reason when fighting certain [[Varushkan Monster#Wolves|monsters]] that display similar vivacity. &lt;br /&gt;
&lt;br /&gt;
Among the [[Highguard military concerns#Unconquered|Unconquered]] of [[Highguard]] this thin slate-coloured oil is more commonly termed &#039;&#039;Basilisk Ichor&#039;&#039;. A common tactic is for a close-combat team to use it on their weapons to enhance the effectiveness of a volley of arrows fired by nearby allies - a tactic that some claim they learnt by watching the [[Navarr]]. Darker rumours suggest their ancestors first encountered it from the receiving end, either in some past conflict with the Navarr, or perhaps more likely in the interminable border skirmishes with the barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
Technically, oil of blackthorn should be termed &#039;&#039;oil of blackroot&#039;&#039; and in parts of [[Varushka]] and [[Urizen]] they prefer to use this name for this toxic paste. It is occasionally used as an ingestive poison, but the benefits of doing so are minimal; the victim tends to recover quickly after they have thrown up, and there are no permanent effects from consuming the venom orally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This oil is smeared on a melee weapon over 5 seconds. The wielder must then call  [[Magic overview#VENOM|VENOM]] on the next blow with the weapon within 10 seconds. If the call is blocked or parried, or it is not used within ten seconds, then it is wasted.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying:&#039;&#039;&#039; If you have drunk this oil, you are subject to nausea and painful stomach cramps for the next half hour, although if you vomit or are treated with the [[Spell list#Purify|purify]] spell or by anything else that can end the weakness or venom conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Bladeroot]] and one dram each of [[True Vervain]], [[Cerulean Mazzarine]] and [[Marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Redwillow Paste==&lt;br /&gt;
This sticky rust-coloured paste is called &#039;&#039;Dogman&#039;s Slather&#039;&#039; in the [[The Marches|Marches]]. While it is occasionally used by [[The Marches military concerns#Beaters|beaters]], it is more commonly encountered smeared on the spears and clubs of the savage [[Feni]] who occasionally plague parts of [[The Marches territories#Upwold|Upwold]].&lt;br /&gt;
&lt;br /&gt;
Again, in [[Varushka]] and [[Urizen]] it is more commonly called &#039;&#039;roseweald paste&#039;&#039; but the semantics of what to call it are generally considered less important than it&#039;s effectiveness in neutralizing magicians and enemy champions. As with oil of blackthorn, this paste can be administered orally - or accidentally drunk when mistaken for another substance - but it has minimal effect that soon passes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; This salve is smeared on a melee weapon over 5 seconds. The wielder must call [[Magic overview#WEAKNESS|WEAKNESS]]  on the next blow with the weapon within 10 seconds. If the call is blocked or parried, or it is not used within ten seconds, then it is wasted.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; If you have drunk this oil, you are subject to the sudden onset of a feverish temperature accompanied by severe sweating, headache, tiredness and other flu-like symptoms that last for the next half hour, although if you vomit or are treated with the [[Spell list#Purify|purify]] spell or by anything else that can end the venom or weakness conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Imperial Roseweald]] and one dram each of [[True Vervain]], [[Cerulean Mazzarine]] and [[Marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Gutwrench==&lt;br /&gt;
This tangy, translucent russet liquid  is a nasty ingested poison that can cripple an enemy, allowing them to be easily dispatched. It is relatively easy to alleviate, but when fed to an unsuspecting victim makes a potent weapon. There is some evidence that this poison was employed by the eastern barbarians in their early dealings with the [[Highguard|Highborn]], and several stories of massacres in the [[The League|League]]&#039;s history where food or drink was tainted with this substance to render enemies weakened and speed the kill.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; If you have drunk this liquid, you are subject to both the WEAKNESS and VENOM conditions. These conditions may be removed normally.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; As long as you suffer from either WEAKNESS or VENOM you feel as if your stomach is on fire; you may experience other symptoms including severe sweating, feverishly elevated temperature, throbbing aches in the head and joints, tiredness, agonizing stomach cramps, nausea, dizziness and painfully heightened senses that make bright lights or loud noises almost unbearable.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Imperial Roseweald]], two drams of [[Bladeroot]] and one dram of [[Cerulean Mazzarine]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=14041</id>
		<title>General FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=14041"/>
		<updated>2012-12-30T14:12:44Z</updated>

		<summary type="html">&lt;p&gt;Paul: moved to obscure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQ first, to see if the answer to your question is here. Otherwise email us at [mailto:empire.rules@profounddecisions.co.uk empire.rules@profounddecisions.co.uk] with any questions about the rules or [mailto:empire@profounddecisions.co.uk empire@profounddecisions.co.uk] with any other questions about the game. We&#039;ll answer as quickly as we can and we&#039;ll add your question to our FAQ if we think it is likely to be of interest to other players.&lt;br /&gt;
&lt;br /&gt;
===Obscure Questions===&lt;br /&gt;
In addition to this list of frequently asked questions there is a list of [[Obscure Questions|obscure questions]] people have asked to which we have provided answers. They are included for completeness and for reference purposes and searches.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
===Can I use a modern tent as an IC tent if I dress it?===&lt;br /&gt;
Modern tents made of obviously plastic materials like nylon cannot be used in the IC area at Empire, even if you have tent dressing for them. This means that dome tents and party tents cannot be used in the IC area as well as other similar tents. The reason we don&#039;t make an exception for tent dressing is that it changes the decision from one that is reasonably straightforward (is that a modern looking tent) to one that is utterly subjective (have you dressed it enough). All attendees on arrival are always adamant that they will fully dress a modern tent but the results vary dramatically. The issue  devolves into an argument about how much dressing is required and what the minimum standards are.&lt;br /&gt;
&lt;br /&gt;
In effect what we are doing is asking everybody who doesn&#039;t have an IC tent to make a sacrifice and do without an IC tent. There will be hundreds of IC tents on the field and your character will be able to use many of them. The OOC camp site will be nearby and you can sleep there and store vital supplies there. By excluding modern tents from the field we will achieve a much higher standard of IC immersion through the IC area, so &#039;&#039;everybody&#039;&#039; gains, but it does mean that folks without IC tents have to make that sacrifice so everybody can have that gain.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
===When will the full rules be released?===&lt;br /&gt;
The core of the [[Empire rules]] is now available on the wiki, but some elements, notably magical items and rituals are likely to take a little longer. We hope to have them available soon. We prefer not to issue release dates for things because it is very hard to accurately predict when these kind of jobs will be complete.&lt;br /&gt;
&lt;br /&gt;
===What are the restrictions on bows and crossbows===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
&lt;br /&gt;
===Does the CLEAVE have to hit armour  to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Mage Armour|mage armour]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
&lt;br /&gt;
===Can you be fed a [[potion]] if you are [[Combat#Dying|dying]]?===&lt;br /&gt;
Yes. You cannot drink a potion yourself, if you are dying on zero hits, but you can have one fed to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
===Can we play a mixed-nation group?===&lt;br /&gt;
At the event, the main field will be split into ten distinct camping areas, one for each of the nations and one for the Imperial Orcs. Nation is your primary source of identity and the key route into all the politics of the game, so any Marcher character that spends their time hanging around in the Dawnish camp is likely to be cut out of a significant portion of the game. For this reason alone we are actively discouraging mixed-nation groups and asking players to focus on creating a group that draws from one nation.&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the nations are all part of a single Empire - they might have political differences on many issues but they are fundamentally on the same side. As such it is perfectly reasonable to begin the game having existing alliances and contacts with groups in other nations. If half your friends want to come from Varushka and half want to play Winterfolk then we would advise you make two groups - one from each nation - and put links between them in your respective backgrounds. It&#039;s normal to have close friends and allies from other nations.&lt;br /&gt;
&lt;br /&gt;
===When will the Imperial Orc brief be available?===&lt;br /&gt;
The brief for the Imperial Orcs was postponed to allow us to get the remaining setting released. Regrettably that pushed it back down the work queue for a few months while attention was paid to other jobs which had been waiting for the setting to be finished first. The core brief was completed months ago, but there is a lot of editing and rewriting to do before it will be ready for release. We are now focussing on the brief and like the rules we are confident that we will have it released soon.&lt;br /&gt;
&lt;br /&gt;
===Can I play an Imperial Orc in the Marches?===&lt;br /&gt;
Imperial orcs are the equivalent of a nation - they have their own camp, their own armies, their own generals and so on. Anyone planning to play an Imperial Orc should be based out of the Imperial Orc camp.&lt;br /&gt;
&lt;br /&gt;
===Who do I talk to about my background?===&lt;br /&gt;
We are not currently accepting background submissions but there will be guidelines and a place for them to be submitted in the new year. We appreciate that players are keen to discuss their backgrounds, but we need to finish the setting first, so we would ask you to be patient a little longer.&lt;br /&gt;
&lt;br /&gt;
===Where is the world map?===&lt;br /&gt;
The fully detailed maps are still being finalized by members of our team but higher-level maps can be found [[Maps|here]].&lt;br /&gt;
&lt;br /&gt;
===Do mythical and real world beasts exist in Empire?===&lt;br /&gt;
Most indigenous European fauna like boars or stags exist in Empire - but obviously they are unlikely to turn up at events. The notable exception are [[horses]], which did exist but were wiped out centuries ago. Fantastic beasts, like trolls and dragons also exist in Empire, some of them as myths, some of them as creatures that you can meet.&lt;br /&gt;
&lt;br /&gt;
Mundane details of the setting are broadly European in character, so non-European flora and fauna such as lions are not found in the Empire but are known of in foreign lands. &lt;br /&gt;
&lt;br /&gt;
===What beasts of burden exist?===&lt;br /&gt;
Horses are extinct in Empire and oxen are used as beasts of burden instead. &lt;br /&gt;
&lt;br /&gt;
===What are the coins and what are they worth?===&lt;br /&gt;
Imperial coinage is made up of rings, crowns and thrones. There are eight crowns to a throne and twenty rings to a crown.&lt;br /&gt;
&lt;br /&gt;
It is effectively meaningless to talk about what coins are worth, since Empire will use a free market economy system in which players set the prices of items rather than the organisers. As a result we have no idea what things will be worth and prices will change from event to event. The starting income of a normal character is 18 rings,  every normal character will receive that amount of money every event. We&#039;ll release more details about what money and items characters will start each event with once the rules are released.&lt;br /&gt;
&lt;br /&gt;
===What accents can/should we use?===&lt;br /&gt;
We are not specifying accents for individual nations, because many players find accents difficult to manage and we wish to avoid any assumption that people need to use a specific accent. It is also important to appreciate that while a nation like the Brass Coast is inspired by the costumes of South America and Moorish Spain it isn&#039;t meant to be Moorish Spain - you can use a Spanish accent to help develop your character but you don&#039;t need to.&lt;br /&gt;
&lt;br /&gt;
It is worth appreciating that caricatures of accents have been used to ridicule ethnic groups for decades. It is appropriate therefore to avoid the kind of misanthropic mangled accents of bad cliches of ethnic groups from the Orient and Arabian Peninsula, because they will offend some players. However LRP is fundamentally about the appropriation of cultural motifs to create context and setting, in the same way that these motifs are used in literature, theatre and film. So it is absolutely fine to make your best attempt at a credible Spanish accent for your Freeborn character or Russian for a Varushkan character if you wish to do so.&lt;br /&gt;
&lt;br /&gt;
===Can I invent a Paragon or Exemplar?===&lt;br /&gt;
The current paragons and exemplars outlined are not intended to be an exhaustive list but illustrative and to be expanded on. You can create an exemplar for your background but you should avoid creating paragons as these are few in number. As with any part of the setting, this will need to be checked to ensure its consistent with the setting game (i.e. an Inspector Clouseau like character will not be accepted as an exemplar of Wisdom).&lt;br /&gt;
&lt;br /&gt;
Group background submission will be available in the new year, so you can include details of any historic figures then. It is worth reading about the [[signs of the Paragon and Exemplar]].&lt;br /&gt;
&lt;br /&gt;
===Can I play a priest of a [[Idolatry, blasphemy and heresy|False Virtue]]?===&lt;br /&gt;
It is possible to be a priest of a False Virtue and it is possible for such a priest to dedicate others to their False Virtue - but you cannot start out that way, you have to try to achieve it in play. Of course you can start out as a person who believes in the False Virtue and is seeking to become dedicated and to spread it.&lt;br /&gt;
&lt;br /&gt;
===What is Hearth Magic?===&lt;br /&gt;
The simplest possible definition of Hearth magic is magic that works in the world, albeit unreliably, without any skill. Hearth magic is useful in rituals, where it can sometimes be combined with &amp;quot;true&amp;quot; magic to make the effects slightly more potent. But Hearth Magic is a real potent force, it&#039;s a superstition in the same way that people in the real world believe that a piece of lodestone suspended in water will turn to point north.&lt;br /&gt;
&lt;br /&gt;
==Game Style==&lt;br /&gt;
===Will the concept &amp;quot;Find Out In Play&amp;quot; exist in Empire?===&lt;br /&gt;
The idea will be irrelevant in Empire - all the rules for the game (skills, items, spells etc) will be accessible to every player through the wiki and alongside everything published by us about the setting. Empire is not a game of discovering new technology and any character that wants to know these things can.&lt;br /&gt;
&lt;br /&gt;
There will be secretive things going on in the game that players can discover. There will be secret societies and cults, hidden agendas and powerful forces manoeuvring against the players - but players will be free to froth about the game afterwards.&lt;br /&gt;
&lt;br /&gt;
===Do I have to volunteer to monster?===&lt;br /&gt;
The Empire events run by Profound Decisions will feature one or more large battles, involving hundreds of participants. We have ordered four hundred orc masks and are in the process of ordering four hundred sets of orc armour. We can&#039;t possibly operate with that many crew, so to ensure that there is an epic horde to fight against we will need volunteers.&lt;br /&gt;
&lt;br /&gt;
Volunteering will only be required if you plan to fight as your character in the battles. If you don&#039;t wish to take the field as your character, then there is no requirement to monster any of the battles. If you do wish to fight in the big battles then you will be required to volunteer to monster every other battle. There will be two battles at each of the first two events to ensure everyone has a chance to play one battle and monster one battle at each event.&lt;br /&gt;
&lt;br /&gt;
We are confident that we can make monstering every bit as fun as playing. We need volunteers to fill out the barbarian hordes to make the battles as epic as possible, but our intention is that the majority of players find crewing one of the battles to be nearly as enjoyable as playing them. We are deliberately designing our barbarian foes to make them fun roles to portray.&lt;br /&gt;
&lt;br /&gt;
There will also be skirmishes and other fights with the barbarians and other threats the Empire faces. We are aiming to have enough crew to operate these smaller battles ourselves, so volunteers are welcome but are not required.&lt;br /&gt;
&lt;br /&gt;
===How do battles work?===&lt;br /&gt;
How will battles work? (I paraphrase)&lt;br /&gt;
Battles at events will form part of a wider campaign against the barbarian enemies of the Empire. Players will have opportunities to make pivotal interventions to turn the tide of war in their favour - provided they can triumph. Battles will feature objectives for the Imperial forces to achieve rather than being &amp;quot;meat-grinders&amp;quot;, achieving those objectives will improve the position of the much larger Imperial armies in the field. Things may be kept simple at early events to allow everyone to get the hang of the system but ultimately the intention is for those players playing Imperial Generals to decide where the Imperial armies are sent and to choose which battles to send the PCs to fight from the scenarios presented to them by their civil servants.&lt;br /&gt;
&lt;br /&gt;
===How dangerous will the main field be?===&lt;br /&gt;
We are not planning to run camp attacks on the main field - the goal is to try and create the feel of a buzzing settlement right at the very heart of the Empire - a place of relative security. Our NPC magistrates will work to ensure the law is kept and the enemy is very far away. We want the field to feel like a place of relative safety, a place where characters can feel free to walk around without weapons or armour if they choose.&lt;br /&gt;
&lt;br /&gt;
The idea is to contrast this with the very real danger that is present whenever the players leave the main field. Those characters that use magic to teleport to the Imperial battlefields will find themselves facing very real and very deadly threats. For the overwhelming majority of the time, players will know when they are heading into danger and those players who wish to avoid combat should find this easy provided they remain with the safety of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Is PvP murder allowed?===&lt;br /&gt;
We are quite explicitly setting out to make assassination as difficult to achieve as possible. The Empire has a legal system, run by NPCs, and it will make all possible effort to identify and execute assassins. Our intention is for the majority of conflict between players to be political and social in nature rather than combat based.&lt;br /&gt;
&lt;br /&gt;
Assassination is acceptable out-of-character; what we are doing with the campaign is deliberately making that as difficult as possible for the assassins to get away with, so that it becomes a tool of last resort rather than the simplest way to deal with political enemies.&lt;br /&gt;
&lt;br /&gt;
==Booking==&lt;br /&gt;
===What is the requirement for concessions?===&lt;br /&gt;
Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at admin@profounddecisions.co.uk &#039;&#039;after&#039;&#039; you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===Can I use a recruitment booking code for Empire?===&lt;br /&gt;
Everyone is a new player for Empire, so the [http://www.profounddecisions.co.uk/account/recruitment promotional discounts for new players] are not valid this year for Empire. We may extend the scheme to cover Empire next year. Recruitment discounts are still valid for Odyssey, so if you are an existing Odyssey player then you can use the scheme to recruit new players for Odyssey.&lt;br /&gt;
&lt;br /&gt;
===How do I book my child on to the event?===&lt;br /&gt;
The website has now been updated to allow players of all ages to book on to the event. Anyone who is attending the event must have their own account, regardless of age. Once you have created an account and entered your birth date then the [http://www.profounddecisions.co.uk/event/Tickets ticket prices] will be updated to reflect your age and booking options.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=14039</id>
		<title>General FAQ</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=General_FAQ&amp;diff=14039"/>
		<updated>2012-12-30T14:05:56Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The following is a list of frequently asked questions that players have sent us. If you have any queries about Empire then it is worth checking the FAQ first, to see if the answer to your question is here. Otherwise email us at [mailto:empire.rules@profounddecisions.co.uk empire.rules@profounddecisions.co.uk] with any questions about the rules or [mailto:empire@profounddecisions.co.uk empire@profounddecisions.co.uk] with any other questions about the game. We&#039;ll answer as quickly as we can and we&#039;ll add your question to our FAQ if we think it is likely to be of interest to other players.&lt;br /&gt;
&lt;br /&gt;
===Obscure Questions===&lt;br /&gt;
In addition to this list of frequently asked questions there is a list of [[Obscure Questions|obscure questions]] people have asked to which we have provided answers. They are included for completeness and for reference purposes and searches.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
===Can I use a modern tent as an IC tent if I dress it?===&lt;br /&gt;
Modern tents made of obviously plastic materials like nylon cannot be used in the IC area at Empire, even if you have tent dressing for them. This means that dome tents and party tents cannot be used in the IC area as well as other similar tents. The reason we don&#039;t make an exception for tent dressing is that it changes the decision from one that is reasonably straightforward (is that a modern looking tent) to one that is utterly subjective (have you dressed it enough). All attendees on arrival are always adamant that they will fully dress a modern tent but the results vary dramatically. The issue  devolves into an argument about how much dressing is required and what the minimum standards are.&lt;br /&gt;
&lt;br /&gt;
In effect what we are doing is asking everybody who doesn&#039;t have an IC tent to make a sacrifice and do without an IC tent. There will be hundreds of IC tents on the field and your character will be able to use many of them. The OOC camp site will be nearby and you can sleep there and store vital supplies there. By excluding modern tents from the field we will achieve a much higher standard of IC immersion through the IC area, so &#039;&#039;everybody&#039;&#039; gains, but it does mean that folks without IC tents have to make that sacrifice so everybody can have that gain.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
===When will the full rules be released?===&lt;br /&gt;
The core of the [[Empire rules]] is now available on the wiki, but some elements, notably magical items and rituals are likely to take a little longer. We hope to have them available soon. We prefer not to issue release dates for things because it is very hard to accurately predict when these kind of jobs will be complete.&lt;br /&gt;
&lt;br /&gt;
===What are the restrictions on bows and crossbows===&lt;br /&gt;
All bows must have a maximum draw weight of 30 lb at 28&amp;quot; (72 cm). All crossbows must have a maximum draw weight of 30 lb. We do not use bow competency tests at Profound Decisions events. You cannot parry or catch arrows that are fired at your character.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows must be wielded in two hands. Pistol crossbows and wrist-mounted crossbows cannot be used in Empire.&lt;br /&gt;
&lt;br /&gt;
===Do I have to spend all 8 character points?===&lt;br /&gt;
You do not have to spend all eight character points when making your character. Unspent points are saved and can be spent on that character later. However you cannot spend those points on a different character in the future. Only unspent points that have been earned by attending events can be spent on a new character.&lt;br /&gt;
&lt;br /&gt;
===Does the CLEAVE have to hit armour  to be stopped?===&lt;br /&gt;
Yes. The armour you are wearing on your torso and body provides additional global hits. But to protect you against a [[Combat#CLEAVE|CLEAVE]] or [[Combat#IMPALE|IMPALE]], the physical blow must strike an actual piece of armour. If it hits a part of your body (other than your head or neck) which is not protected by armour then you take the full affect of the heroic blow. If the blow strikes the actual armour itself and the armour protects against that blow then you just lose one hit.&lt;br /&gt;
&lt;br /&gt;
===Can I use steel armour that doesn&#039;t cover my torso?===&lt;br /&gt;
To gain the benefit of increased hits, your armour must cover your torso and one other location, either your head, legs, arms or half your arms and legs. But you still gain the protection provided by the individual piece of armour, appropriate for its type, if it is struck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. I am wearing a soft leather vest and helm which counts as light armour and provides me with two extra hits. In addition I am wearing steel vambraces and a hardened leather hero belt. If a CLEAVE or IMPALE strikes my steel vambraces then I just lose one global hit. If a CLEAVE strikes my thick leather hero belt then I just lose one global hit. If the blows strike me anywhere else, then I am affected normally.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Can I wear mail under my costume?===&lt;br /&gt;
Yes, you can wear armour under costume, or even other armour. Your armour does not have to be visible. If you wear a steel vest of mail under your costume or other armour then it would protect against IMPALE or CLEAVE as normal.&lt;br /&gt;
&lt;br /&gt;
===What happens to my hits when I swap armour?===&lt;br /&gt;
If you are wearing armour and you have lost any global hits, then you drop to one hit when you remove your armour. If you have lost any hits when you put a suit of armour on, then you do not gain any hits by donning a suit of armour, until you are healed.&lt;br /&gt;
&lt;br /&gt;
In theory it would be possible to use fractions to calculate how many hits you have, in practice this is needlessly complicated for a situation that will almost never arise (people removing armour while wounded and in danger). The rules above are as simple as they can be and ensure that there is never any advantage to swapping one set of armour for another.&lt;br /&gt;
&lt;br /&gt;
===Can my magician wear pieces of armour?===&lt;br /&gt;
A character cannot cast spells while wearing any piece of regular armour. A [[Magical skills#Magician|magician]] with the [[Magical skills#Mage Armour|mage armour]] skill may wear mage armour which provides two additional global his but does not protect against CLEAVE or IMPALE.&lt;br /&gt;
&lt;br /&gt;
You may not cast spells while wearing pieces of armour, such as greaves or vambraces. You cannot wear anything that would protect against a CLEAVE or IMPALE and cast spells at the same time. You can wear costume or mage armour that includes some metal if it is part of your costume but it is better to avoid it looking like armour and it does not protect against CLEAVE or IMPALE. If you wish to wear a helm for safety reasons then you may do so.&lt;br /&gt;
&lt;br /&gt;
===Can you be fed a [[potion]] if you are [[Combat#Dying|dying]]?===&lt;br /&gt;
Yes. You cannot drink a potion yourself, if you are dying on zero hits, but you can have one fed to you.&lt;br /&gt;
&lt;br /&gt;
===If my weapon is exactly 42 inches in length, what weapon category does it fall into?===&lt;br /&gt;
1-handed weapon.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
===Can we play a mixed-nation group?===&lt;br /&gt;
At the event, the main field will be split into ten distinct camping areas, one for each of the nations and one for the Imperial Orcs. Nation is your primary source of identity and the key route into all the politics of the game, so any Marcher character that spends their time hanging around in the Dawnish camp is likely to be cut out of a significant portion of the game. For this reason alone we are actively discouraging mixed-nation groups and asking players to focus on creating a group that draws from one nation.&lt;br /&gt;
&lt;br /&gt;
It is important to point out that the nations are all part of a single Empire - they might have political differences on many issues but they are fundamentally on the same side. As such it is perfectly reasonable to begin the game having existing alliances and contacts with groups in other nations. If half your friends want to come from Varushka and half want to play Winterfolk then we would advise you make two groups - one from each nation - and put links between them in your respective backgrounds. It&#039;s normal to have close friends and allies from other nations.&lt;br /&gt;
&lt;br /&gt;
===When will the Imperial Orc brief be available?===&lt;br /&gt;
The brief for the Imperial Orcs was postponed to allow us to get the remaining setting released. Regrettably that pushed it back down the work queue for a few months while attention was paid to other jobs which had been waiting for the setting to be finished first. The core brief was completed months ago, but there is a lot of editing and rewriting to do before it will be ready for release. We are now focussing on the brief and like the rules we are confident that we will have it released soon.&lt;br /&gt;
&lt;br /&gt;
===Can I play an Imperial Orc in the Marches?===&lt;br /&gt;
Imperial orcs are the equivalent of a nation - they have their own camp, their own armies, their own generals and so on. Anyone planning to play an Imperial Orc should be based out of the Imperial Orc camp.&lt;br /&gt;
&lt;br /&gt;
===Who do I talk to about my background?===&lt;br /&gt;
We are not currently accepting background submissions but there will be guidelines and a place for them to be submitted in the new year. We appreciate that players are keen to discuss their backgrounds, but we need to finish the setting first, so we would ask you to be patient a little longer.&lt;br /&gt;
&lt;br /&gt;
===Where is the world map?===&lt;br /&gt;
The fully detailed maps are still being finalized by members of our team but higher-level maps can be found [[Maps|here]].&lt;br /&gt;
&lt;br /&gt;
===Do mythical and real world beasts exist in Empire?===&lt;br /&gt;
Most indigenous European fauna like boars or stags exist in Empire - but obviously they are unlikely to turn up at events. The notable exception are [[horses]], which did exist but were wiped out centuries ago. Fantastic beasts, like trolls and dragons also exist in Empire, some of them as myths, some of them as creatures that you can meet.&lt;br /&gt;
&lt;br /&gt;
Mundane details of the setting are broadly European in character, so non-European flora and fauna such as lions are not found in the Empire but are known of in foreign lands. &lt;br /&gt;
&lt;br /&gt;
===What beasts of burden exist?===&lt;br /&gt;
Horses are extinct in Empire and oxen are used as beasts of burden instead. &lt;br /&gt;
&lt;br /&gt;
===What are the coins and what are they worth?===&lt;br /&gt;
Imperial coinage is made up of rings, crowns and thrones. There are eight crowns to a throne and twenty rings to a crown.&lt;br /&gt;
&lt;br /&gt;
It is effectively meaningless to talk about what coins are worth, since Empire will use a free market economy system in which players set the prices of items rather than the organisers. As a result we have no idea what things will be worth and prices will change from event to event. The starting income of a normal character is 18 rings,  every normal character will receive that amount of money every event. We&#039;ll release more details about what money and items characters will start each event with once the rules are released.&lt;br /&gt;
&lt;br /&gt;
===What accents can/should we use?===&lt;br /&gt;
We are not specifying accents for individual nations, because many players find accents difficult to manage and we wish to avoid any assumption that people need to use a specific accent. It is also important to appreciate that while a nation like the Brass Coast is inspired by the costumes of South America and Moorish Spain it isn&#039;t meant to be Moorish Spain - you can use a Spanish accent to help develop your character but you don&#039;t need to.&lt;br /&gt;
&lt;br /&gt;
It is worth appreciating that caricatures of accents have been used to ridicule ethnic groups for decades. It is appropriate therefore to avoid the kind of misanthropic mangled accents of bad cliches of ethnic groups from the Orient and Arabian Peninsula, because they will offend some players. However LRP is fundamentally about the appropriation of cultural motifs to create context and setting, in the same way that these motifs are used in literature, theatre and film. So it is absolutely fine to make your best attempt at a credible Spanish accent for your Freeborn character or Russian for a Varushkan character if you wish to do so.&lt;br /&gt;
&lt;br /&gt;
===Can I invent a Paragon or Exemplar?===&lt;br /&gt;
The current paragons and exemplars outlined are not intended to be an exhaustive list but illustrative and to be expanded on. You can create an exemplar for your background but you should avoid creating paragons as these are few in number. As with any part of the setting, this will need to be checked to ensure its consistent with the setting game (i.e. an Inspector Clouseau like character will not be accepted as an exemplar of Wisdom).&lt;br /&gt;
&lt;br /&gt;
Group background submission will be available in the new year, so you can include details of any historic figures then. It is worth reading about the [[signs of the Paragon and Exemplar]].&lt;br /&gt;
&lt;br /&gt;
===Can I play a priest of a [[Idolatry, blasphemy and heresy|False Virtue]]?===&lt;br /&gt;
It is possible to be a priest of a False Virtue and it is possible for such a priest to dedicate others to their False Virtue - but you cannot start out that way, you have to try to achieve it in play. Of course you can start out as a person who believes in the False Virtue and is seeking to become dedicated and to spread it.&lt;br /&gt;
&lt;br /&gt;
===What is Hearth Magic?===&lt;br /&gt;
The simplest possible definition of Hearth magic is magic that works in the world, albeit unreliably, without any skill. Hearth magic is useful in rituals, where it can sometimes be combined with &amp;quot;true&amp;quot; magic to make the effects slightly more potent. But Hearth Magic is a real potent force, it&#039;s a superstition in the same way that people in the real world believe that a piece of lodestone suspended in water will turn to point north.&lt;br /&gt;
&lt;br /&gt;
==Game Style==&lt;br /&gt;
===Will the concept &amp;quot;Find Out In Play&amp;quot; exist in Empire?===&lt;br /&gt;
The idea will be irrelevant in Empire - all the rules for the game (skills, items, spells etc) will be accessible to every player through the wiki and alongside everything published by us about the setting. Empire is not a game of discovering new technology and any character that wants to know these things can.&lt;br /&gt;
&lt;br /&gt;
There will be secretive things going on in the game that players can discover. There will be secret societies and cults, hidden agendas and powerful forces manoeuvring against the players - but players will be free to froth about the game afterwards.&lt;br /&gt;
&lt;br /&gt;
===Do I have to volunteer to monster?===&lt;br /&gt;
The Empire events run by Profound Decisions will feature one or more large battles, involving hundreds of participants. We have ordered four hundred orc masks and are in the process of ordering four hundred sets of orc armour. We can&#039;t possibly operate with that many crew, so to ensure that there is an epic horde to fight against we will need volunteers.&lt;br /&gt;
&lt;br /&gt;
Volunteering will only be required if you plan to fight as your character in the battles. If you don&#039;t wish to take the field as your character, then there is no requirement to monster any of the battles. If you do wish to fight in the big battles then you will be required to volunteer to monster every other battle. There will be two battles at each of the first two events to ensure everyone has a chance to play one battle and monster one battle at each event.&lt;br /&gt;
&lt;br /&gt;
We are confident that we can make monstering every bit as fun as playing. We need volunteers to fill out the barbarian hordes to make the battles as epic as possible, but our intention is that the majority of players find crewing one of the battles to be nearly as enjoyable as playing them. We are deliberately designing our barbarian foes to make them fun roles to portray.&lt;br /&gt;
&lt;br /&gt;
There will also be skirmishes and other fights with the barbarians and other threats the Empire faces. We are aiming to have enough crew to operate these smaller battles ourselves, so volunteers are welcome but are not required.&lt;br /&gt;
&lt;br /&gt;
===How do battles work?===&lt;br /&gt;
How will battles work? (I paraphrase)&lt;br /&gt;
Battles at events will form part of a wider campaign against the barbarian enemies of the Empire. Players will have opportunities to make pivotal interventions to turn the tide of war in their favour - provided they can triumph. Battles will feature objectives for the Imperial forces to achieve rather than being &amp;quot;meat-grinders&amp;quot;, achieving those objectives will improve the position of the much larger Imperial armies in the field. Things may be kept simple at early events to allow everyone to get the hang of the system but ultimately the intention is for those players playing Imperial Generals to decide where the Imperial armies are sent and to choose which battles to send the PCs to fight from the scenarios presented to them by their civil servants.&lt;br /&gt;
&lt;br /&gt;
===How dangerous will the main field be?===&lt;br /&gt;
We are not planning to run camp attacks on the main field - the goal is to try and create the feel of a buzzing settlement right at the very heart of the Empire - a place of relative security. Our NPC magistrates will work to ensure the law is kept and the enemy is very far away. We want the field to feel like a place of relative safety, a place where characters can feel free to walk around without weapons or armour if they choose.&lt;br /&gt;
&lt;br /&gt;
The idea is to contrast this with the very real danger that is present whenever the players leave the main field. Those characters that use magic to teleport to the Imperial battlefields will find themselves facing very real and very deadly threats. For the overwhelming majority of the time, players will know when they are heading into danger and those players who wish to avoid combat should find this easy provided they remain with the safety of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Is PvP murder allowed?===&lt;br /&gt;
We are quite explicitly setting out to make assassination as difficult to achieve as possible. The Empire has a legal system, run by NPCs, and it will make all possible effort to identify and execute assassins. Our intention is for the majority of conflict between players to be political and social in nature rather than combat based.&lt;br /&gt;
&lt;br /&gt;
Assassination is acceptable out-of-character; what we are doing with the campaign is deliberately making that as difficult as possible for the assassins to get away with, so that it becomes a tool of last resort rather than the simplest way to deal with political enemies.&lt;br /&gt;
&lt;br /&gt;
==Booking==&lt;br /&gt;
===What is the requirement for concessions?===&lt;br /&gt;
Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at admin@profounddecisions.co.uk &#039;&#039;after&#039;&#039; you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===Can I use a recruitment booking code for Empire?===&lt;br /&gt;
Everyone is a new player for Empire, so the [http://www.profounddecisions.co.uk/account/recruitment promotional discounts for new players] are not valid this year for Empire. We may extend the scheme to cover Empire next year. Recruitment discounts are still valid for Odyssey, so if you are an existing Odyssey player then you can use the scheme to recruit new players for Odyssey.&lt;br /&gt;
&lt;br /&gt;
===How do I book my child on to the event?===&lt;br /&gt;
The website has now been updated to allow players of all ages to book on to the event. Anyone who is attending the event must have their own account, regardless of age. Once you have created an account and entered your birth date then the [http://www.profounddecisions.co.uk/event/Tickets ticket prices] will be updated to reflect your age and booking options.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14001</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=14001"/>
		<updated>2012-12-29T16:37:51Z</updated>

		<summary type="html">&lt;p&gt;Paul: potions while dying edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You may not drink a potion yourself, but may be fed a potion by another character. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All heroic calls delivered with a weapon or implement also cause the target to lose one global hit&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the weaponmaster skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the three skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon in the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Shield Type&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Max Dimensions&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Buckler&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;15&amp;quot; (40cm) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Round shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; (1m) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; by 24&amp;quot; (1m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Kite/Heater shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Any armour made from steel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boudary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tonics_of_the_Open_Sky&amp;diff=13871</id>
		<title>Tonics of the Open Sky</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tonics_of_the_Open_Sky&amp;diff=13871"/>
		<updated>2012-12-27T23:48:37Z</updated>

		<summary type="html">&lt;p&gt;Paul: fixed costs on tincture of surging flame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The tinctures of the open sky are useful preparations that slow bleeding and help mitigate injury. They  allow a severely injured warrior finds it easier to endure their wounds, granting valuable time for a healer or chirurgeon to reach them. More than one veteran is alive today because of one of these preparations, and they are often referred to as &#039;&#039;elixirs of lifekeeping&#039;&#039; as a consequence. &lt;br /&gt;
&lt;br /&gt;
As tinctures, the herbs used to brew these potions are dissolved in a small amount of alcohol. Unlike the harsher [[Tinctures of the Deep Forest]], the tinctures of the open sky require a much weaker solution and usually possess a more mellow flavour. The recipes originated in the [[The Brass Coast|Brass Coast]] in pre-Imperial times. While they were initially a secret of the [[Riqueza]] family, the method of brewing these lifesaving tinctures quickly spread to the other Freeborn families. In the decades before the formation of the Empire, Freeborn merchants engaged in a lucrative trade in selling them to foreign warriors. After the Brass Coast joined the Empire it was only a matter of time before the recipes became generally known. To pre-empt this, a family of the Riqueza simultaneously sold the formulae to no fewer than fourteen apothecaries in various nations, often through intermediaries, for quite astronomical sums of money. When challenged, their dhomiro simply shrugged, and said it was better to sell something while it still had value than to allow it to be stolen.&lt;br /&gt;
&lt;br /&gt;
In Wintermark, these tinctures are collectively termed the &#039;&#039;Grimnir&#039;s Cloak.&#039;&#039; According to a popular legend, Grimnir Kaisa Bloodwing served the tincture to all the warriors of her Hall before a vicious battle against a besieging orc force. Her foresight meant that the healers were able to save more warriors than the orcs were able to bring down, patch them up, and return them to the fray. In the end the defending forces were victorious. While some historians question the veracity of this story, few can dispute the deeper truth - that no matter how wounded someone may be, if a healer can reach them in time, they can be saved.  &lt;br /&gt;
&lt;br /&gt;
These preparations add ranks of the [[Combat skills#Fortitude|Fortitude]] skill. Additional ranks never stack with anything else that grants additional ranks in the same skill.&lt;br /&gt;
&lt;br /&gt;
==Tincture of Sunlit Glass==&lt;br /&gt;
This yellow-gold preparation is most effective when drunk by someone who already possesses deep reserves of fortitude. Even more than it&#039;s protective properties, it is especially valued for it&#039;s ability to inspire a positive attitude in those about to take to battle. As the [[Highguard|Highborn]] general Aaron of Redwater wrote in his journal &amp;quot;&#039;&#039;Believing you can win is not enough by itself, but it is the first step along the road to victory.&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain one rank of the fortitude skill. The effect lasts until the next sunrise or sunset. This will give you one rank of fortitude if you have no skill, or increase your number of ranks by one if you already possess the skill.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; The drinker feels a burst of optimism and positivity after consuming this tincture.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]] and one dram of [[Imperial Roseweald]].&lt;br /&gt;
&lt;br /&gt;
==Tincture of the Distant Shore==&lt;br /&gt;
This dark red liquid has a sweet, dry fruity taste. It can dramatically extend the time it takes the average individual to bleed to death. It takes it&#039;s name from an old [[Freeborn]] story in which the heroic corsair Bolivar i Riqueza tricks Death during a thunderstorm, engaging that dark spirit in a contest of riddles and enigmas. Constantly playing for time, Bolivar keeps the malign entity guessing until the storm passes and the ship reaches shore, saving not only himself and his vessel but all his crew in the process. It is not uncommon to see death mocked or presented as a bumbling idiot in Freeborn humour and a draught of this tincture is often accompanied by a toast that taunts the ever-present spectre of Death. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain two ranks of the fortitude skill. The effect lasts until the next sunrise. This will give you two ranks of fortitude if you have no skill, or increase your number of ranks by two if you already possess the skill. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; This tincture causes the imbiber to feel positive and optimistic, driving away feelings of worry, doubt and uncertainty.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]] and two drams of [[Imperial Roseweald]].&lt;br /&gt;
&lt;br /&gt;
==Tincture of Surging Flame==&lt;br /&gt;
This deep orange-red liquid smells distinctly of apricots, oranges or other citrus fruit. It is a powerful elixir that can easily triple the bleeding-out time of the average person, and has even more dramatic effects when drunk by someone who already possesses uncommon reserves of fortitude. There are plenty of stories of warriors who survive for hours after they are incapacitated by their enemies, only to be rescued by a friend or passing stranger. While many are almost certainly exaggurated there is no doubt that under the right circumstances this elixir can grant a miraculous ability to stave off death.&lt;br /&gt;
&lt;br /&gt;
If there is a downside it is that the nature of the preparation itself almost encourages the drinker to take foolhardy risks. The tincture dulls the sense of self-preservation that many consider so important to their continued survival. Some warriors, especially among the Freeborn, the Dawnish and the Steinr, welcome the feelings of self-assurance that the tincture of surging flame brings with it, and are driven to ever more courageous and glorious acts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain three ranks of the fortitude skill. The effect lasts until the next sunrise. This will give you three ranks of fortitude if you have no skill, or increase your number of ranks by three if you already possess the skill. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; Warmth spreads from the stomach to the entire body within moments of the tincture being drunk, and this warmth persists for the duration of the effect. It brings with it feelings of almost foolhardy confidence in one&#039;s ability to survive; the drinker finds it difficult to remember that risky behaviour might result in permanent injury or death.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]], two drams of [[Imperial Roseweald]] and one dram of [[True Vervain]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=13870</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Combat&amp;diff=13870"/>
		<updated>2012-12-27T21:31:25Z</updated>

		<summary type="html">&lt;p&gt;Paul: tweaked capturing to reinforce get-a-ref&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Global Hits==&lt;br /&gt;
*&#039;&#039;&#039;You start with two global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Every time you are struck in combat you lose one hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;On zero hits you cannot act and are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You regain all lost global hits after at least two hours of rest and relaxation&#039;&#039;&#039;&lt;br /&gt;
Every character has a number of global hits to represent the injuries they can endure before becoming wounded so badly that they start to die. Most characters start with two global hits, but can gain more by buying the endurance skill or by wearing armour.&lt;br /&gt;
&lt;br /&gt;
For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. Once you have lost all your hits then you are dying and can take no further action, as described later in this chapter.&lt;br /&gt;
&lt;br /&gt;
You automatically regain all lost global hits after at least two hours of rest, so you always start each day with all your hits. Chirurgy and magic can both be used to restore lost hits.&lt;br /&gt;
&lt;br /&gt;
==Fighting without Skills==&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a melee weapon up to 42” (106 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to use a shield up to 15” in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You do not need a skill to wear armour&#039;&#039;&#039;&lt;br /&gt;
You do not need a skill to wield a weapon up to 42” long, either to attack or to parry. You do not need a skill to wear armour or to use a small shield to block attacks. &lt;br /&gt;
You do need a skill to use large weapons and shields as well as to use thrown weapons or a bow. &lt;br /&gt;
&lt;br /&gt;
==The One Second Rule==&lt;br /&gt;
*&#039;&#039;&#039;You can only lose one global hit per second from multiple attacks from one enemy&#039;&#039;&#039;&lt;br /&gt;
You may attack an opponent as swiftly and rapidly as you wish, but a flurry of swift blows is not as dangerous as a full swing. To represent this, if a single character hits you more once in a single second then you lose one global hit to that flurry of blows.&lt;br /&gt;
&lt;br /&gt;
This rule is not meant to be measured with a stopwatch, it exists to give you a rule of thumb to decide how much damage to take from a swift flurry of blows. &lt;br /&gt;
&lt;br /&gt;
This rule applies to blows from a single target regardless of how many weapons they have - ambidexterity does not allow you to cause more than one hit every second. Attacks from multiple opponents do damage normally.&lt;br /&gt;
&lt;br /&gt;
==Dying==&lt;br /&gt;
*&#039;&#039;&#039;When you reach zero global hits you fall over and start dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You stop dying if you regain a global hit for any reason&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You become terminal after three minutes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are automatically unresisting while you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must not take any action other than talking or screaming&#039;&#039;&#039;&lt;br /&gt;
If you are reduced to zero global hits then you are so badly wounded that you fall over and start dying. You can sense what is happening around you and you can talk or scream but you cannot take any other action. You cannot attack, defend and you cannot use any skill or magical item unless it explicitly says that it can be used while dying. You must roleplay the fact that you are dying of your wounds.&lt;br /&gt;
{{CaptionedImage|file=ImperialWarriors.jpg|align=left|width=350}}&lt;br /&gt;
You must fall to the ground at most two steps from where you were last struck. This rule allows you to avoid having to fall over in unsafe or particularly wet areas; it does not allow a tactical retreat from combat. Once you have fallen over you must not move from that spot unless you need to for reasons of OOC safety.&lt;br /&gt;
&lt;br /&gt;
A character who is dying can be executed, killing them immediately. To execute a character you should spend at least five seconds appropriate roleplaying delivering a fatal blow to execute your target.&lt;br /&gt;
&lt;br /&gt;
A character that is dying will become terminal after three minutes. The fortitude skill and some magical items increase the time it takes to bleed to death in this way.&lt;br /&gt;
&lt;br /&gt;
==Terminal==&lt;br /&gt;
*&#039;&#039;&#039;A character who is terminal is dying and cannot be saved&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must roleplay that you are dying&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can choose the point in the event for your character to expire&#039;&#039;&#039;&lt;br /&gt;
A character becomes terminal after they have been bleeding to death for three minutes or more. A character who is terminal is so badly wounded that they are beyond any magical or medical help. The character is covered by all the rules for dying but they can no longer be saved by any method.&lt;br /&gt;
&lt;br /&gt;
You can choose the point during the event at which your character dies, provided you continue to roleplay the fact that they are mortally wounded. There is a limit to how long your character can survive, your character dies before the start of the next PD Empire event, at the very latest.&lt;br /&gt;
&lt;br /&gt;
==Traumatic Wounds==&lt;br /&gt;
*&#039;&#039;&#039;You may receive a traumatic wound in battle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traumatic wounds can only be healed using the [[Surgical skills#physick|physick skill]]&#039;&#039;&#039;&lt;br /&gt;
In battle your character is at risk of receiving a traumatic wound. Traumatic wounds represent things like broken bones, internal bleeding, punctured lungs and the like. These wounds are particularly difficult to treat and cannot be healed magically, you must receive the aid of another character using the physick skill to treat your wound.&lt;br /&gt;
&lt;br /&gt;
If you receive a traumatic wound you will be given a wound card by a referee or crew member. This card will state the approximate nature of your wound. If you show the card to a physick then they will know what resources are needed to heal your wound.&lt;br /&gt;
&lt;br /&gt;
A referee or crew member may assign you a traumatic wound card if your character is soundly beaten while fighting. Some large or magical monsters are notable for causing traumatic wounds when they connect solidly with an opponent.&lt;br /&gt;
&lt;br /&gt;
==Heroic Calls==&lt;br /&gt;
*&#039;&#039;&#039;Character can buy skills to inflict one of four heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters must purchase hero points to power their heroic blows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Each time a heroic blow is used one hero point is expended&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero points recharge overnight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic calls do not affect enemies that are larger than human-sized&#039;&#039;&#039;&lt;br /&gt;
If you purchase hero points and an appropriate heroic skill then you can inflict one or more heroic blows in combat. These are indicated using the appropriate call which lets the target know what they have been hit with and how to react. Every time you make a heroic blow your character expends one hero point from their daily allowance. Your character’s hero points replenish overnight.&lt;br /&gt;
{{CaptionedImage|file=NavarrWarrior.jpg|align=right|width=300}}&lt;br /&gt;
If the target does not visibly respond to your heroic call then your blow has not affected them and the hero point is not spent. You only expend a hero point if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
There is no way to resist an effect in Empire, but heroic calls never affect any creature that is larger than human-sized. Any monsterous creature whose phys-rep is expressly designed to make them taller or wider than the wearer would normally be counts as larger than human-sized. Player-characters (all PCs) always count as human-sized - no matter how large the player is.&lt;br /&gt;
&lt;br /&gt;
===CLEAVE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes medium or heavy armour&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a CLEAVE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by a CLEAVE in the head or neck or if the blow strikes the actual phys-rep of medium or heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
The effects of CLEAVE and IMPALE are the same, but medium or heavy armour will protect you from a CLEAVE while only heavy armour will protect you from an IMPALE. &lt;br /&gt;
{{CaptionedImage|file=NavarrFighting.jpg|align=right|width=350}}&lt;br /&gt;
===IMPALE===&lt;br /&gt;
*&#039;&#039;&#039;Target loses all hits if the blow strikes the torso&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses the use of a limb until cured if the blow strikes a limb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes the head or neck&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Target loses one hit if the blow strikes heavy armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;All arrows and bolts cause IMPALE without needing to be called&#039;&#039;&#039;&lt;br /&gt;
If you are hit with an IMPALE then you have been hit with a blow that is heavy or precise enough to disable you with a single strike. All arrows and bolts cause IMPALE without needing to be called. &lt;br /&gt;
&lt;br /&gt;
If you are hit in the torso then you are reduced to zero global hits and are dying. If you are hit in a limb then you lose the use of that limb. You must roleplay accordingly; you might fight on with the loss of an arm or defend yourself from the ground with the loss of a leg, but you cannot move around by hopping.&lt;br /&gt;
&lt;br /&gt;
If you are hit by an IMPALE in the head or neck or if the blow strikes the actual phys-rep of heavy armour that you are wearing then you only lose one hit as if you had been hit by a normal blow.&lt;br /&gt;
&lt;br /&gt;
===SHATTER===&lt;br /&gt;
*&#039;&#039;&#039;Any weapon or shield struck is broken and useless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shattered items can be repaired with the mend spell&#039;&#039;&#039;&lt;br /&gt;
A SHATTER represents a blow that is heavy enough to break weapons and shatter shields. Any weapon or shield struck by the blow is broken and useless. If you are using a shield that is difficult to discard, then any further blow that strikes the shattered shield counts as if it had struck you on your arm.&lt;br /&gt;
&lt;br /&gt;
===STRIKEDOWN===&lt;br /&gt;
*&#039;&#039;&#039;The target is knocked off their feet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You are struck down even if you parry the blow with a weapon or shield&#039;&#039;&#039;&lt;br /&gt;
If you are hit with a STRIKEDOWN then you have either been tripped or hit so hard that you have been knocked from your feet. You must roleplay this appropriately and fall to the ground, you cannot dive into a roll and leap back to your feet.&lt;br /&gt;
{{CaptionedImage|file=GorrillasInTheMist.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;All weapons must be at least 8” (20 cm) long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some categories require you to use a set grip to fight with the weapon&#039;&#039;&#039;&lt;br /&gt;
There are five basic weapon categories in Empire. Any character can wield a one‑handed weapon but they must purchase the weaponmaster skill to use a larger weapon. Weapon categories are also important for enchantments and for use with the three skills allowing heroic blows.&lt;br /&gt;
&lt;br /&gt;
One-handed spears, pole-arms and pikes require you to use a set grip when fighting with the weapon. These grips are set for a combination of safety and play balance. You don’t have to carry the weapon like this when you are not fighting, but you must use the mandated grip throughout any fight where you use the weapon.&lt;br /&gt;
&lt;br /&gt;
===One-handed Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 8” long and 42” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
A one-handed weapon must be up to 42 inches long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
Flails up to 42” long are included in this category and can be used by any character. Larger flails are covered by the rules for two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
===Two-handed weapons===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 42” long and 60” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call SHATTER using a hero point and the Shattering Blow skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=LeagueWarrior.jpg|align=right|width=350}}&lt;br /&gt;
A two-handed weapon must be between 42 inches and 60 inches in length. If you expend a hero point then any two-handed weapon can be used to call CLEAVE or SHATTER provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a two-handed weapon can be any suitable phys-rep such as a great sword, dane axe or similar. You must hold the weapon in both hands during combat.&lt;br /&gt;
&lt;br /&gt;
===Pole-arms===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60” long and 84” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call STRIKEDOWN using a hero point and the Mighty Strikedown skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
A pole-arm must be between 60&amp;quot; and 84&amp;quot; in length. You can always swing a pole-arm at any enemy but you may also thrust with the weapon if it has a thrust safe tip. If you expend a hero point then any pole-arm can be used to call CLEAVE or STRIKEDOWN provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pole-arm should be any suitable phys-rep for a pole-arm designed for swinging or thrusting at an enemy such as a bardiche, halberd or bill. You must hold the weapon in both hands at all times and keep at least 18 inches separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
===One-handed Spear===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 60&amp;quot; long and 84&amp;quot; long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a one-handed spear, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Can call CLEAVE using a hero point and the Cleaving Strike skill&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in the centre of the haft&#039;&#039;&#039;&lt;br /&gt;
A one-handed spear must be between 60&amp;quot; long and 84&amp;quot; long. If you expend a hero point then any one-handed weapon can be used to call CLEAVE provided you also have the relevant skill.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a one-handed spear should be any suitable phys-rep for a spear designed for thrusting at an enemy. You must hold the weapon in the centre of the haft during combat.&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorCrop.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Pike===&lt;br /&gt;
*&#039;&#039;&#039;Must be between 84” long and 108” long&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Must have a thrust-safe tip&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must only thrust with a pike, you cannot swing it&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must hold the weapon in both hands with at least 18” separating them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pike must be between 7 foot and 9 foot in length but must have a thrust safe tip. You may only thrust using a pike, you may not swing any weapon that is over seven foot in length. A pike is too heavy and cumbersome to be used to make heroic calls.&lt;br /&gt;
&lt;br /&gt;
The phys-rep for a pike should be any suitable phys-rep for a long pole-arm designed for thrusting at an enemy. You must hold the weapon in both hands at all times and have at least 18” separation between your hands during combat.&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
*&#039;&#039;&#039;Any character can use a buckler up to 15” (40 cm) in diameter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Characters with the shield skill can use larger shields&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can push with a shield, but you cannot shield barge another character&#039;&#039;&#039;&lt;br /&gt;
Any character can use a buckler, a small shield up to 15 inches in diameter. If you have the shield skill then you can use a larger shield. The maximum dimensions for a shield are based on the shape, listed in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Shield Type&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;color:white; background-color:black;&amp;quot;&amp;gt;Max Dimensions&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Buckler&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;15&amp;quot; (40cm) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Round shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; (1m) diameter&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Tower shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;40&amp;quot; by 24&amp;quot; (1m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;Kite/Heater shield&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td&amp;gt;48&amp;quot; by 24&amp;quot; (1.2m by 60cm)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are standing still or walking slowly then you may hold a shield out and push with it. You are not allowed to shield barge other characters; you must not run, shield first, into another character for safety reasons.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
*&#039;&#039;&#039;All characters can wear armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armour that covers the torso and another location provides extra global hits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Some armour protects from CLEAVE or IMPALE&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Magicians cannot cast spells while wearing armour&#039;&#039;&#039;&lt;br /&gt;
Armour protects the wearer by increasing their global hits if it covers the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.&lt;br /&gt;
&lt;br /&gt;
E.g. A mail vest covers your torso but does not cover another location. If you wear it with a helm them it would count. A full-length mail hauberk covers the torso, thighs and upper arms so it would always count.&lt;br /&gt;
{{CaptionedImage|file=JohnShoutingCrop.jpg|align=left|width=250}}&lt;br /&gt;
Medium armour protects a character against CLEAVE, while heavy armour protects them against CLEAVE and IMPALE. You are only protected if the blow strikes the armour phys-rep; if it hits an unprotected part of the body then you are affected normally. Your armour continues to protect you in this way even if the hits it provides have been lost.&lt;br /&gt;
&lt;br /&gt;
Any character can wear armour, but magicians cannot cast spells or perform rituals while wearing armour.&lt;br /&gt;
&lt;br /&gt;
To count as armour, the phys-rep must be a phys-rep of a suit of armour. A leather coat or biker-jacket does not count as armour and is not appropriate costume for the Empire setting. Leather armour may count as light or medium armour depending on the thickness; adding studs or rivets does not make it count as heavy armour.&lt;br /&gt;
&lt;br /&gt;
Armour does not provide separate armour hits, it protects you by increasing your global hits. Armour is not repaired separately. Whenever you are healed back to full hits all lost hits are regained.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
*&#039;&#039;&#039;Padded cloth or thin leather armour (between 1.5mm and 3mm).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 2 extra hits only.&#039;&#039;&#039;&lt;br /&gt;
Any armour made of padded cloth such as a gambeson or light or thin leather such as a thin leather hauberk provides the wearer with 2 additional hits. It does not provide any additional protection against heroic blows.&lt;br /&gt;
&lt;br /&gt;
Any cloth or leather that is less than 1.5mm thick counts as clothing, it does not count as armour at all. Costume made from foam or karrimat does not count as armour.&lt;br /&gt;
&lt;br /&gt;
===Medium Armour===&lt;br /&gt;
*&#039;&#039;&#039;Thick leather or any light weight armour materials, such as polyurethane or aluminium.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 3 extra hits and protects against CLEAVE.&#039;&#039;&#039;&lt;br /&gt;
Thick leather armour (the majority of the armour is more than 3mm thick) or any armour made from a light weight material such as polyurethane (e.g. Norton Armour), aluminium, or mixed neoprene and steel provides the wearer with 3 extra hits. Light mail, such as modern ring mesh (butcher&#039;s mail) or mail with an open weave (sometimes called &amp;quot;ring mail&amp;quot;), counts as medium armour.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE heroic blow that strikes a piece of medium armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armour===&lt;br /&gt;
*&#039;&#039;&#039;Any armour made from steel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Provides 4 extra hits and protects against CLEAVE and IMPALE&#039;&#039;&#039;&lt;br /&gt;
Any armour that is primarily made from steel provides the wearer with 4 extra hits. Other base metals that weigh the same such as brass would also count, but aluminium and titanium armour counts as medium.&lt;br /&gt;
&lt;br /&gt;
If the wearer is hit by a CLEAVE or IMPALE heroic blow that strikes a piece of heavy armour rather than directly hitting the wearer then the target loses one hit but does not take any additional effects.&lt;br /&gt;
&lt;br /&gt;
==Moving a dying character==&lt;br /&gt;
*&#039;&#039;&#039;Moving a dying character requires both hands free&#039;&#039;&#039;&lt;br /&gt;
You may move any unresisting character if you have both hands free. You can move a dead, dying, terminal or paralyzed character in this way. You cannot move a character who has been entangled until the spell effect has worn off.&lt;br /&gt;
&lt;br /&gt;
==Searching a character==&lt;br /&gt;
*&#039;&#039;&#039;You must not touch a player unless they are comfortable for you to do so&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You must use appropriate roleplaying searching for at least 30 seconds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may perform an actual search only if both of you prefer to do so&#039;&#039;&#039;&lt;br /&gt;
You can automatically take any IC item that you can see from an unresisting character. You can search an unresisting character to attempt to find any valuable items that they are carrying that are hidden on their person. You can only do this if you have both hands free.&lt;br /&gt;
To search a character you must use appropriate roleplaying for at least thirty seconds. If you complete the count without interruption then the target must give you every IC item that they are carrying.&lt;br /&gt;
&lt;br /&gt;
If you and the target agree that you both prefer to perform a real search then you may do so. You must not touch the player without clear indication that they are comfortable for you to do so. You do not have to phys-rep the search if you are not comfortable doing so. The target must give you any items that you find while searching them.&lt;br /&gt;
&lt;br /&gt;
==Capturing a character==&lt;br /&gt;
*&#039;&#039;&#039;You can automatically capture any character who cannot resist your attacks&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can escape any bonds with five minutes of obvious roleplaying&#039;&#039;&#039;&lt;br /&gt;
If you wish to capture another character while they are at an event, then you must reduce them to zero global hits. If a character is not able to participate in combat because they are non-combat, or need to drop OOC for a first-aid incident or emergency then you require a referee if you wish to capture them. &lt;br /&gt;
We strongly advise that you get a referee before attempting to capture a character.&lt;br /&gt;
{{CaptionedImage|file=OrcArmy1.jpg|align=right|width=400}}&lt;br /&gt;
You may then roleplay taking steps to secure the character with ropes or similar while another character treats their wounds. You should not phys-rep any method of restraint until you have made certain that the other player is comfortable with it.&lt;br /&gt;
&lt;br /&gt;
If you are not on zero body hits then you may automatically escape any bonds after a count of at least 300 seconds regardless of the method used to restrain you. You must use appropriate roleplaying in a way that is obvious to everyone who is watching that you are escaping your bonds. If your attempt to escape is interrupted then you must restart your count. Your character also automatically escapes if they are taken outside the IC site boudary or at time-out unless it is the last day of the event. If you have captured another character at the end of an event then you must both consult a referee who will inform you of your options for keeping the character prisoner during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tisanes_of_the_Labyrinth&amp;diff=13850</id>
		<title>Tisanes of the Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Tisanes_of_the_Labyrinth&amp;diff=13850"/>
		<updated>2012-12-27T14:59:30Z</updated>

		<summary type="html">&lt;p&gt;Paul: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
These preparations are of special interest to the priests of the way.&lt;br /&gt;
&lt;br /&gt;
==Usher&#039;s Decoction==&lt;br /&gt;
Consuming this sweet preparation allows a character to enhance their ability to perform priest skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; The next time you use one of the [[Religious skills|skills]] anointing, consecration, hallow, exorcism, excommunication or testify, you count as an additional priest towards the power of the skill. You must possess the skill in question to use it. &lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; Until you next use a priest skill, and for a short time therafter, you are aware of unseen presences as if you are at the centre of an unseen crowd.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]] and a single dose of [[Liao]].&lt;br /&gt;
&lt;br /&gt;
==Waywalker&#039;s Suffusion==&lt;br /&gt;
Consuming this bitter preparation allows a character to greatly enhance their ability to perform certain priest skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; The next time you use one of the [[Religious skills|skills]] anointing, consecration, hallow, exorcism, excommunication or testify, you count as an additional priest towards the power of the skill. You must possess the skill in question to use it.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; Until you next use a priest skill, and for a short time therafter, you are aware of unseen presences as if you are at the centre of an unseen crowd and can hear distant muttering voices.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams each of [[Cerulean Mazzarine]] and [[Marrowort]] and three full doses of [[Liao]].&lt;br /&gt;
&lt;br /&gt;
==Shadowcrow Infusion==&lt;br /&gt;
The synod has several times attempted to have the use of this infusion declared illegal, but has not yet succeeded in getting the support of the Senate in doing so.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Inhaling the steam from this infusion causes the character to suffer brief but intense visions of loss and separation for at least a minute. At the end of this time, their aura becomes impossible to read with the INSIGHT skill or similar effects. The character cannot make use of liao or use any skill that requires liao. The effect lasts until the next sunrise.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; One dram of [[Marrowort]] and a dose of [[Liao]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Potions]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=True_Vervain&amp;diff=13816</id>
		<title>True Vervain</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=True_Vervain&amp;diff=13816"/>
		<updated>2012-12-27T01:45:00Z</updated>

		<summary type="html">&lt;p&gt;Paul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the common vervain has flowers that are typically some shade of blue, the True Vervain or Imperial Vervain is known for tight clumps of tiny yellow-green flowers. It is recognised by its brilliantly green, excessively hairy leaves which  release a delicate, fresh aroma when crushed or bruised. These leaves are carefully gathered, dried and prepared to release their powerful healing qualities. The aromatic juice of the crushed leaves and stems is held to have a calming, relaxing effect when added to boiling water and the steam inhaled. Overuse may result in stomach ache, apathy, and a feeling of mental dullness or mild depression. Small quantities, when mixed with soda crystals can also provide relaxing bubbles for bathing.&lt;br /&gt;
&lt;br /&gt;
Properly applied, True Vervain heals a target to full hits if applied while the wounds are being dressed by a skilled [[Surgical skills#chirurgeon|physician]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Potions]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crafting_skills&amp;diff=13714</id>
		<title>Crafting skills</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Crafting_skills&amp;diff=13714"/>
		<updated>2012-12-25T21:59:38Z</updated>

		<summary type="html">&lt;p&gt;Paul: added forest to properly describe what resources supply rare materials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=HorseHeadSword.jpg|align=right|width=350}}&lt;br /&gt;
==Artisan==&lt;br /&gt;
*&#039;&#039;&#039;You must purchase artisan before you can take any other crafting skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the downtime between events, you may craft up to three magical items using rare materials that you have in your possession. The materials are used up to create the item. You may only craft items that you know how to make. When you choose this skill you can pick four magical items that your character is able to create.&lt;br /&gt;
&lt;br /&gt;
Rare materials are produced by mines and forests, which are [[Resource overview#Personal Resource|personal resources]].&lt;br /&gt;
&lt;br /&gt;
You may also bond any item that you can make to a willing person. A character can only use a magical item if it is bonded to the wielder. &lt;br /&gt;
&lt;br /&gt;
==Extra Item==&lt;br /&gt;
You may choose one additional item that your character knows how to make each time you purchase this skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Heroic_skills&amp;diff=13612</id>
		<title>Heroic skills</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Heroic_skills&amp;diff=13612"/>
		<updated>2012-12-24T19:44:46Z</updated>

		<summary type="html">&lt;p&gt;Paul: /* Unstoppable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heroic Skills==&lt;br /&gt;
*&#039;&#039;&#039;You must purchase hero points before you can take any other heroic skills&#039;&#039;&#039;&lt;br /&gt;
You must purchase one or more hero points before you can purchase any of the heroic skills listed in this section. These skills (and some items that can be gained in play) allow you to expend hero points to achieve game effects.&lt;br /&gt;
&lt;br /&gt;
To use a hero point you must use [[appropriate roleplaying]] for the skill or ability that you are using. A heroic blow might be bold and dramatic and accompanied by a mighty roar, other skills should be roleplayed as appropriate.&lt;br /&gt;
&lt;br /&gt;
If you are using an offensive heroic ability and the target does not visibly respond to your heroic call then your blow has not affected and the hero point is not spent. You only expend a hero point when using a heroic call if the target is affected by the call.&lt;br /&gt;
&lt;br /&gt;
Your character’s hero points replenish overnight.&lt;br /&gt;
&lt;br /&gt;
==Hero Points==&lt;br /&gt;
The first time you buy this skill you receive 2 hero points. You gain one additional hero point each time you purchase the skill after that. The cost to purchase hero points increases by 1 pt each time you purchase the skill.&lt;br /&gt;
&lt;br /&gt;
You may expend a hero point at any time to justify responding in anyway you choose to a roleplaying effect that your character is subject to. &lt;br /&gt;
{{CaptionedImage|file=FlawlessVictory.jpg|align=right|width=400}}&lt;br /&gt;
==Cleaving Strike==&lt;br /&gt;
If you have a hero point than you can expend it to call CLEAVE when striking a single blow with any one-handed weapon that between 24” and 42” long. If you also have the weapon master skill then you can use the skill with any  weapon up to 84” long.&lt;br /&gt;
&lt;br /&gt;
==Shattering Blow==&lt;br /&gt;
If you have a hero point than you can expend it to call SHATTER when striking a single blow with any two-handed weapon that is between 42” and 60” long.&lt;br /&gt;
&lt;br /&gt;
==Mighty Strikedown==&lt;br /&gt;
If you have a hero point than you can expend it to call STRIKEDOWN when striking a single blow with any two-handed pole-arm that is between 60” and 84” long.&lt;br /&gt;
&lt;br /&gt;
==Second Wind==&lt;br /&gt;
You may restore up to three lost hits by expending a hero point and spending at least two seconds appropriate roleplay of visibly catching your breath, letting forth a roar of renewed vigour or similar. You must still have hits remaining to use this skill. It does not restore the use of a limb that has been CLEAVED or IMPALED.&lt;br /&gt;
&lt;br /&gt;
==Unstoppable==&lt;br /&gt;
If you are bleeding to death, you may restore one hit and stop bleeding to death by expending a hero point and staggering to your feet. You do not regain the use of a limb that has been CLEAVED or IMPALED. You must clearly roleplay getting to your feet in order to use this skill.&lt;br /&gt;
&lt;br /&gt;
==Stay With Me==&lt;br /&gt;
You may restore one hit to a bleeding companion and stop them bleeding to death by spending a hero point and performing at least five seconds of uninterrupted roleplaying encouraging them to get back on their feet. It does not restore the use of a limb that has been CLEAVED or IMPALED.&lt;br /&gt;
&lt;br /&gt;
==Get it Together==&lt;br /&gt;
You may restore three body hits to a companion who still has body hits remaining by expending a hero point and performing at least five seconds of uninterrupted appropriate roleplaying encouraging them to pull themselves together. It does not restore the use of a limb that has been CLEAVED or IMPALED.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=12550</id>
		<title>Ull</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ull&amp;diff=12550"/>
		<updated>2012-11-12T16:06:49Z</updated>

		<summary type="html">&lt;p&gt;Paul: Created page with &amp;quot;{{stub}} {{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right}}&lt;/div&gt;</summary>
		<author><name>Paul</name></author>
	</entry>
</feed>