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	<title>Open Palms - User contributions [en]</title>
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	<updated>2026-11-14T00:43:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=270</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=270"/>
		<updated>2026-11-02T13:17:42Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
All characters have three hits at game start. &lt;br /&gt;
&lt;br /&gt;
All characters may use a 1 handed weapon of up to 42” and can strike for it in melee for [[SINGLE]], which doesn&#039;t need to be called. A character whose [[Regular Order]] grants melee calls may also use an up to 24” weapon or a buckler in their off hand.&lt;br /&gt;
&lt;br /&gt;
[[Regular Order#Drinks|Drinks]], which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs.&lt;br /&gt;
&lt;br /&gt;
Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME IN}}&lt;br /&gt;
|Called by refs to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit. All hits with a melee weapon do single without having to be called.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|HEAL}}&lt;br /&gt;
|Heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STUN}}&lt;br /&gt;
|For 10 seconds you cannot attack or make calls, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|WEAKEN}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|ENTANGLE}}&lt;br /&gt;
|For 10 seconds you are unable to move your feet but can otherwise act normally.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SHATTER}}&lt;br /&gt;
|A blow carrying the shatter call will break a full sized shield or polearm rendering it unusable. Any call that hits a broken shield should be taken as if it hit your body&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=269</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=269"/>
		<updated>2026-11-02T12:43:20Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
All characters have three hits at game start. &lt;br /&gt;
&lt;br /&gt;
All characters may use a 1 handed weapon of up to 42” and can strike for it in melee for [[SINGLE]]. A character whose [[Regular Order]] grants melee calls may also use an up to 24” weapon or a buckler in their off hand.&lt;br /&gt;
&lt;br /&gt;
[[Regular Order#Drinks|Drinks]], which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs.&lt;br /&gt;
&lt;br /&gt;
Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME IN}}&lt;br /&gt;
|Called by refs to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit. All hits with a melee weapon do single without having to be called.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|HEAL}}&lt;br /&gt;
|Heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STUN}}&lt;br /&gt;
|For 10 seconds you cannot attack or make calls, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|WEAKEN}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|ENTANGLE}}&lt;br /&gt;
|For 10 seconds you are unable to move your feet but can otherwise act normally.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SHATTER}}&lt;br /&gt;
|A blow carrying the shatter call will break a full sized shield or polearm rendering it unusable. Any call that hits a broken shield should be taken as if it hit your body&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=268</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=268"/>
		<updated>2026-10-18T00:18:03Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Occultist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
Everyone also has the First Aid skill for free.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of touch range appropriate roleplay while not under pressure you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you incapacitated, terminal or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|Once per interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|Once per encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. You can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=267</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=267"/>
		<updated>2026-10-17T09:08:11Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Example Basilica Tab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tabs and Wounds ==&lt;br /&gt;
Wounds are cards given out that represent an injury, curse or other affliction. The wound card has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment if treatment is possible.&lt;br /&gt;
&lt;br /&gt;
Treatments will vary and are specified on the wound cards. Wounds typically have multiple ways to cure them, via skill application, dedicated roleplay, or the application of resources. Certain skills also allow for the Alleviation of wounds - Alleviated wounds no longer inflict a roleplay effect, but remain present. &lt;br /&gt;
&lt;br /&gt;
If your character is incapacitated for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some are Untreatable (marked with a 💀). Around ⅕ of wound cards are Untreatable.&lt;br /&gt;
&lt;br /&gt;
Wounds can also be delivered directly in certain circumstances, most usually as the result of  magic going wrong, via the CURSE call, or when Seances and Rituals are not performed correctly. &lt;br /&gt;
&lt;br /&gt;
==Wound Tabs &amp;amp; Becoming Terminal==&lt;br /&gt;
Wounds not treated at the end of the event goes on a player’s Wound Tab, a service provided by the bar to its regulars. Every player character has a Wound Tab, either provided by the bar as standard, or, if they have made certain deals with occult entities (for example, if they wish to start play as Doomed), that entity will provide a similar service. A character without a tab or other guarantee (some NPCs) will become terminal from one untreated wound.&lt;br /&gt;
&lt;br /&gt;
The standard Wound Tab provided by the Basilica is 7 wounds long, meaning the seventh wound placed on a tab makes a character terminal. Wound tabs provided by other entities are typically shorter, but all Wound Tabs will trigger roleplay effects as they are filled. Reaching the end of a Wound Tab will cause the character to become Terminal.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. Becoming Terminal removes any wounds currently on a character. &lt;br /&gt;
&lt;br /&gt;
Certain occult entities appear to Terminal individuals to offer them deals; their immortal souls, in return for living just a little longer. Characters can accept these deals or refuse them; if they accept, they become Doomed, and characters will trade their immortal soul for a new wound tab, which will then be filled by wounds accumulated later as normal. This can only be done once - you only have one immortal soul, after all. Reaching the end of the second Tab results in a character becoming Terminal a second time, this time incurably. &lt;br /&gt;
&lt;br /&gt;
Regardless, if a character reaches the end of their Wound Tab, and cannot or will not make a deal with an occult entity to extend their life, they will die at a dramatically appropriate time of their OC choice before the end of the next interactive they attend. &lt;br /&gt;
&lt;br /&gt;
===Example Basilica Tab===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wound&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|The Dependency&lt;br /&gt;
&lt;br /&gt;
Your life is protected by the Basilica. You cannot die while your tab is open, excepting at the hands of those creatures stronger than the magic of the bar.&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|(No additional effects.)&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|Working It Off&lt;br /&gt;
&lt;br /&gt;
Your debt to the Basilica is metaphysically significant. Complete at least one job ticket per week (this includes Downtimes) or suffer an additional mark against your tab. (The debt weighs on your mind. You can no longer ignore it.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etc…..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Example ‘Doomed’ Tab===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wound&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|One Last Roll&lt;br /&gt;
&lt;br /&gt;
The New Hellfire Club has bought out your tab. You owe them. Complete at least one job ticket for the New Hellfire Club each week, or suffer an additional mark on this ledger.&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|(No additional effects.)&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|Compounding Interests&lt;br /&gt;
&lt;br /&gt;
Your debt to the Club is piling up, and you can feel the pull of the abyss at your heels. You take any orders from a member of the New Hellfire Club as if they were preceded by Would You Kindly.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etc…&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of their wound tab, either because they choose to die, because they have already sold their immortal soul, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
Unresisting characters can be executed. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=266</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=266"/>
		<updated>2026-10-16T14:52:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
Everyone also has the First Aid skill for free.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of touch range appropriate roleplay while not under pressure you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you incapacitated, terminal or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|Once per interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|Once per encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=265</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=265"/>
		<updated>2026-10-16T14:51:53Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
Everyone also has the First Aid skill for free.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of touch range appropriate roleplay while not under pressure you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|Once per interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|Once per encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=264</id>
		<title>Regular Order</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=264"/>
		<updated>2026-10-16T14:49:49Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your regular order is the method by which you deliver calls granted by drinks in combat, tying to your regular order at the bar.&lt;br /&gt;
&lt;br /&gt;
There are four choices - two for delivering melee calls, and two for delivering ranged calls.&lt;br /&gt;
&lt;br /&gt;
These can be changed in-play, but doing so may be costly.&lt;br /&gt;
&lt;br /&gt;
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play.&lt;br /&gt;
&lt;br /&gt;
Regular Orders that grant melee calls also allow you to use an up to 24” weapon or a buckler in your off hand.&lt;br /&gt;
&lt;br /&gt;
Ranged calls have a range of &#039;&#039;&#039;5m&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=2 | Melee&lt;br /&gt;
|Shots&lt;br /&gt;
|3 calls per encounter, no cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Pints&lt;br /&gt;
|Unlimited calls, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Ranged&lt;br /&gt;
|Flutes&lt;br /&gt;
|3 calls per encounter, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
|Glasses&lt;br /&gt;
|Unlimited calls, 5 seconds of roleplay required before the call.&lt;br /&gt;
&lt;br /&gt;
Movement (but not damage) interrupts the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
The following drinks will be available at player start and provide the associated call:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Top Shelf&lt;br /&gt;
!Middle Shelf&lt;br /&gt;
!Bottom Shelf&lt;br /&gt;
|-&lt;br /&gt;
|Cuba Libre - [[DOUBLE]]&lt;br /&gt;
|Mojito - [[DRAG]]&lt;br /&gt;
|Daiquiri - +2 Hits&lt;br /&gt;
|-&lt;br /&gt;
|Bushwhacker - [[SHATTER]]&lt;br /&gt;
|Mai Tai - [[REPEL]]&lt;br /&gt;
|Painkiller - [[HEAL]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fluffy Duck - Advanced weapon skills (access to polearms &amp;amp; full sized shields)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=263</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=263"/>
		<updated>2026-10-16T14:49:07Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
Everyone also has the First Aid skill for free.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!{{Definition|First Aid}}&lt;br /&gt;
|With 30 seconds of stationary touch range appropriate roleplay with both hands you can [[HEAL]] another character.&lt;br /&gt;
&lt;br /&gt;
With a few moments of touch range appropriate roleplay inspecting a character you can ask &amp;quot;OC are you [[incapacitated]], [[terminal]] or dead?&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|Once per interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|Once per encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=262</id>
		<title>Regular Order</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=262"/>
		<updated>2026-10-16T14:19:40Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your regular order is the method by which you deliver calls granted by drinks in combat, tying to your regular order at the bar.&lt;br /&gt;
&lt;br /&gt;
There are four choices - two for delivering melee calls, and two for delivering ranged calls.&lt;br /&gt;
&lt;br /&gt;
These can be changed in-play, but doing so may be costly.&lt;br /&gt;
&lt;br /&gt;
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play.&lt;br /&gt;
&lt;br /&gt;
Regular Orders that grant melee calls also allow you to use an up to 24” weapon or a buckler in your off hand&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=2 | Melee&lt;br /&gt;
|Shots&lt;br /&gt;
|3 calls per encounter, no cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Pints&lt;br /&gt;
|Unlimited calls, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Ranged&lt;br /&gt;
|Flutes&lt;br /&gt;
|3 calls per encounter, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
|Glasses&lt;br /&gt;
|Unlimited calls, 5 seconds of roleplay required before the call.&lt;br /&gt;
&lt;br /&gt;
Movement (but not damage) interrupts the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
The following drinks will be available at player start and provide the associated call:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Top Shelf&lt;br /&gt;
!Middle Shelf&lt;br /&gt;
!Bottom Shelf&lt;br /&gt;
|-&lt;br /&gt;
|Cuba Libre - [[DOUBLE]]&lt;br /&gt;
|Mojito - [[DRAG]]&lt;br /&gt;
|Daiquiri - +2 Hits&lt;br /&gt;
|-&lt;br /&gt;
|Bushwhacker - [[SHATTER]]&lt;br /&gt;
|Mai Tai - [[REPEL]]&lt;br /&gt;
|Painkiller - [[HEAL]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fluffy Duck - Advanced weapon skills (access to polearms &amp;amp; full sized shields)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=261</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=261"/>
		<updated>2026-10-16T14:07:47Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
All characters have three hits at game start. &lt;br /&gt;
&lt;br /&gt;
All characters may use a 1 handed weapon of up to 42”. A character whose [[Regular Order]] grants melee calls may also use an up to 24” weapon or a buckler in their off hand.&lt;br /&gt;
&lt;br /&gt;
[[Regular Order#Drinks|Drinks]], which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs.&lt;br /&gt;
&lt;br /&gt;
Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME IN}}&lt;br /&gt;
|Called by refs to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit. All hits with a melee weapon do single without having to be called.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|HEAL}}&lt;br /&gt;
|Heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STUN}}&lt;br /&gt;
|For 10 seconds you cannot attack or make calls, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|WEAKEN}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|ENTANGLE}}&lt;br /&gt;
|For 10 seconds you are unable to move your feet but can otherwise act normally.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SHATTER}}&lt;br /&gt;
|A blow carrying the shatter call will break a full sized shield or polearm rendering it unusable. Any call that hits a broken shield should be taken as if it hit your body&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=260</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Wounds&amp;diff=260"/>
		<updated>2026-10-14T18:05:26Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Example Basilica Tab: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tabs and Wounds ==&lt;br /&gt;
Wounds are cards given out that represent an injury, curse or other affliction. The wound card has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment if treatment is possible.&lt;br /&gt;
&lt;br /&gt;
Treatments will vary and are specified on the wound cards. Wounds typically have multiple ways to cure them, via skill application, dedicated roleplay, or the application of resources. Certain skills also allow for the Alleviation of wounds - Alleviated wounds no longer inflict a roleplay effect, but remain present. &lt;br /&gt;
&lt;br /&gt;
If your character is incapacitated for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds (marked with a 🩸), and some are Untreatable (marked with a 💀). Around ⅕ of wound cards are Untreatable.&lt;br /&gt;
&lt;br /&gt;
Wounds can also be delivered directly in certain circumstances, most usually as the result of  magic going wrong, via the CURSE call, or when Seances and Rituals are not performed correctly. &lt;br /&gt;
&lt;br /&gt;
==Wound Tabs &amp;amp; Becoming Terminal==&lt;br /&gt;
Wounds not treated at the end of the event goes on a player’s Wound Tab, a service provided by the bar to its regulars. Every player character has a Wound Tab, either provided by the bar as standard, or, if they have made certain deals with occult entities (for example, if they wish to start play as Doomed), that entity will provide a similar service. A character without a tab or other guarantee (some NPCs) will become terminal from one untreated wound.&lt;br /&gt;
&lt;br /&gt;
The standard Wound Tab provided by the Basilica is 7 wounds long, meaning the seventh wound placed on a tab makes a character terminal. Wound tabs provided by other entities are typically shorter, but all Wound Tabs will trigger roleplay effects as they are filled. Reaching the end of a Wound Tab will cause the character to become Terminal.&lt;br /&gt;
&lt;br /&gt;
While Terminal you should act as though dying, and can’t take any actions. You can&#039;t be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. Becoming Terminal removes any wounds currently on a character. &lt;br /&gt;
&lt;br /&gt;
Certain occult entities appear to Terminal individuals to offer them deals; their immortal souls, in return for living just a little longer. Characters can accept these deals or refuse them; if they accept, they become Doomed, and characters will trade their immortal soul for a new wound tab, which will then be filled by wounds accumulated later as normal. This can only be done once - you only have one immortal soul, after all. Reaching the end of the second Tab results in a character becoming Terminal a second time, this time incurably. &lt;br /&gt;
&lt;br /&gt;
Regardless, if a character reaches the end of their Wound Tab, and cannot or will not make a deal with an occult entity to extend their life, they will die at a dramatically appropriate time of their OC choice before the end of the next interactive they attend. &lt;br /&gt;
&lt;br /&gt;
===Example Basilica Tab===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wound&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|The Dependency&lt;br /&gt;
&lt;br /&gt;
Your life is protected by the Basilica. You cannot die while your tab is open, excepting at the hands of those creatures stronger than the magic of the bar.&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|(No additional effects.)&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|Working It Off&lt;br /&gt;
&lt;br /&gt;
Your debt to the Basilica is metaphysically significant. Complete at least one job ticket per week (this includes Downtimes) or suffer an additional mark against your tab. (The debt weighs on your mind. You can no longer ignore it.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etc…..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example ‘Doomed’ Tab:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Wound&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|One Last Roll&lt;br /&gt;
&lt;br /&gt;
The New Hellfire Club has bought out your tab. You owe them. Complete at least one job ticket for the New Hellfire Club each week, or suffer an additional mark on this ledger.&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|(No additional effects.)&lt;br /&gt;
|-&lt;br /&gt;
|☒&lt;br /&gt;
|Compounding Interests&lt;br /&gt;
&lt;br /&gt;
Your debt to the Club is piling up, and you can feel the pull of the abyss at your heels. You take any orders from a member of the New Hellfire Club as if they were preceded by Would You Kindly.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Etc…&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Death==&lt;br /&gt;
Characters die when they reach the end of their wound tab, either because they choose to die, because they have already sold their immortal soul, or if they are executed.&lt;br /&gt;
&lt;br /&gt;
Unresisting characters can be executed. See a ref if you wish to execute a character. NPCs who&#039;ve been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It&#039;s likely that a request for a player character to execute another player character on a linear will be denied.&lt;br /&gt;
&lt;br /&gt;
Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Occult_entities&amp;diff=259</id>
		<title>Occult entities</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Occult_entities&amp;diff=259"/>
		<updated>2026-10-14T17:55:05Z</updated>

		<summary type="html">&lt;p&gt;Bink: Redirected page to Occult Entities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Occult Entities]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=258</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=258"/>
		<updated>2026-10-14T17:54:51Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Major Themes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Palms: An Occult Fantasy LARP==&lt;br /&gt;
&lt;br /&gt;
Open Palms is the [https://camlarp.co.uk Cambridge LARP Society]&#039;s game for 2026-2027.&lt;br /&gt;
&lt;br /&gt;
=== Alternative History ===&lt;br /&gt;
&lt;br /&gt;
Open Palms is a supernatural-mystery LARP set in an [[The World|alternative 1970s version of the UK]], magic is real, occult entities sit in government, and the fantastical lives alongside the mundane. &lt;br /&gt;
&lt;br /&gt;
In 1946 the newly formed Labour Government announced the formation of the Pact, a binding agreement between his Majesty&#039;s government and a previously unknown donor, one with the will and resources to fund the rebuilding of the UK, and put an end to the poverty that the war had forced on Britain. &lt;br /&gt;
&lt;br /&gt;
But that deal came at a cost; an impenetrable barrier around the entirety of the UK,  and the terrifying knowledge that humanity was not alone in the cosmos. Other worlds existed, with their own denizens, histories, and laws of reality, that could force their way into ours with terrifying - and impossible - effects.&lt;br /&gt;
&lt;br /&gt;
Soon magic and the supernatural became commonplace. Devils plied their trades on street corners and in Government, spirits haunted abandoned factories, and magical constructs built roads and office buildings. &lt;br /&gt;
&lt;br /&gt;
But after twenty five years, trouble has come around again. Incursions, where other worlds press against ours, overwriting physical laws and spewing forth strange creatures, are increasing faster than official response teams can keep up. In desperation, the Ministry of External Affairs has announced the Citizens Defence Initiative, calling for brave and patriotic souls, knowledgable of the occult, to form &#039;Branches&#039; - local support groups to assist their fellow citizens with magical affairs, investigate and respond to Incursions, and perhaps, discover the cause behind their increasing violence...&lt;br /&gt;
&lt;br /&gt;
The new home of the Cambridge Branch, the &#039;&#039;[[Basilica de San Cerveza]]&#039;&#039; has opened its doors to those wishing to support the Initiative. You are among those who have decided to respond.&lt;br /&gt;
&lt;br /&gt;
=== Major Themes ===&lt;br /&gt;
&lt;br /&gt;
* Occult Investigation - Why are the Incursions increasing? What other [[Occult entities]] are out there, and what are they planning? Who is really behind all of this?&lt;br /&gt;
* Mutual Aid &amp;amp; Community Support - Not only must you investigate Incursions, the people of Cambridge will rely on you to solve their magical problems...&lt;br /&gt;
* Tiny Fish in a Cosmic Pond - The Powers That Be are bigger, stronger, and more knowledgeable than you are. To beat them you must even the odds - make friends, make deals, and make use of every advantage you have to bring them down.&lt;br /&gt;
&lt;br /&gt;
=== What Can I Play? ===&lt;br /&gt;
&lt;br /&gt;
* A world-weary PI who uses runes to find leads and follow up on clues.&lt;br /&gt;
* A Union leader who makes deals with devils and spirits to protect his fellow workers. &lt;br /&gt;
* A bouncer, ready to remove undesirables from their bar, no matter what world they come from. &lt;br /&gt;
* An eccentric scholar searching for that last perfect artefact to add to their collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How Do I Start? ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to LARPing, head on over to our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ] on the hobby.&lt;br /&gt;
&lt;br /&gt;
After that, you should read the [[The World]] to see what in the setting takes your interest, then, when you&#039;re ready, go to [[Character Creation]] to create what kind of character you want to play. If you&#039;re not sure, or want to try it out first, you can [https://www.camlarp.co.uk/Crewing crew] to see what it&#039;s like. &lt;br /&gt;
&lt;br /&gt;
See [[Look and Feel]] for tips on starting kit, but don&#039;t worry - the society has plenty to spare if you&#039;d like to borrow some first!&lt;br /&gt;
&lt;br /&gt;
If you have further questions that aren&#039;t answered here, you can email the [[Refs]] or ask on discord.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=257</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Rituals&amp;diff=257"/>
		<updated>2026-10-14T13:40:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Casting A Ritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Runes &amp;amp; Rituals==&lt;br /&gt;
&lt;br /&gt;
Rituals are long lasting magical effects that Occultists and occult entities can cast on individuals or objects.&lt;br /&gt;
&lt;br /&gt;
Rituals are made up of magical runes, in a specific order, which determine the effect of the ritual. Once cast, the effect of a ritual is permanent unless it is overwritten by another ritual with no ill effects - in base play, a character can only be under the effect of one ritual at once.&lt;br /&gt;
&lt;br /&gt;
Rituals, their rules, and the runes that create them are poorly understood by most of the population, and knowledge of completed rituals is a mark of prestige in magical circles. Much experimentation has been done, and the individuals involved have not necessarily survived it- in response the Ministry of External Affairs has cracked down on ritual research, and knowledge of completed runes and rituals is currently patchy at best. &lt;br /&gt;
&lt;br /&gt;
===Runes===&lt;br /&gt;
&lt;br /&gt;
Runes are written symbols, created via the infusion of occult power into special ink, that can be used in the casting of rituals.&lt;br /&gt;
&lt;br /&gt;
A rune has two definitions: its Rune Type, and its Effect.&lt;br /&gt;
&lt;br /&gt;
Rune Type determines which part of the ritual it will effect i.e. X’s Rune Type is ‘Ritual Target’ - it determines who the target of the ritual is. &lt;br /&gt;
Effect determines the specific effect it has on the ritual i.e. X rune’s Effect is ‘A Physical Object’ - the target of the ritual must be a physical object. &lt;br /&gt;
&lt;br /&gt;
The Rune Type and Effect of some runes are common knowledge. Others are kept secret and their Type and Effects must be discovered via experimentation, or via bargaining with those who already know. &lt;br /&gt;
&lt;br /&gt;
Each rune inscription can only be used once, as use drains it of magic, and must be re-charged. However, the bar provides a selection of common runes free of charge, and for a small one-time fee can copy new runes discovered in play for future use by patrons.&lt;br /&gt;
&lt;br /&gt;
==Casting A Ritual==&lt;br /&gt;
&lt;br /&gt;
Each ritual takes the form of a series of runes, laid out in the ritual circle, in the required order. The order of the runes, as well as the runes themselves, determine the effect of the ritual. &lt;br /&gt;
&lt;br /&gt;
Casting a ritual requires five things: &lt;br /&gt;
*The required runes for the ritual&lt;br /&gt;
*A ritual circle&lt;br /&gt;
*An Occultist to cast it&lt;br /&gt;
*An unresisting target&lt;br /&gt;
*And an Occult Convergence &lt;br /&gt;
&lt;br /&gt;
The bar provides a Runic Circle for patrons to use free of charge, but players should not expect to find one on linears unless informed otherwise. &lt;br /&gt;
&lt;br /&gt;
Occult Convergences are times when the confluence of magic in the surrounding area is sufficient for rituals to take place. They are not uncommon, will occur multiple times per interactive, and will be marked by the ref team. They may also occur on Linears. Multiple rituals can be cast during one Occult Convergence, as long as the players have had time to complete the rune layout and inform a ref.&lt;br /&gt;
&lt;br /&gt;
==Ritual Experimentation==&lt;br /&gt;
&lt;br /&gt;
If the Rune Type or Effect of rune is unknown, it is possible to determine what it does via experimentation, by substituting it in a ritual and determining the effect&lt;br /&gt;
&lt;br /&gt;
However this is not without risk, as incomplete or erroneous rituals can fail, or worse, produce magical backlash, harming the caster, the target, and potentially others around them&lt;br /&gt;
&lt;br /&gt;
If runes are out of order, or are used in the incorrect place, backlash is likely. However, if a ritual does fail or go wrong, you will receive information from the refs on the error that caused it, allowing you to experiment further.&lt;br /&gt;
&lt;br /&gt;
==Commonly Known Runes and Rituals==&lt;br /&gt;
A summary of the basics of rituals and runes have been passed from occultist to occultist since the death of the author in mysterious circumstances in 1962. A copy of the document can be found [https://docs.google.com/document/d/1XwT69u7q6mR-LLKq1lyL7XH_3uCTCeAlTlpcHhIr_tk here].&lt;br /&gt;
&lt;br /&gt;
==Occult Entities and Rituals==&lt;br /&gt;
Rituals require and channel magical power, and when cast by humans, are limited by the amount of magic a human body can successfully channel. Occult entities, because of their very nature, are capable of generating and channeling greater power than human casters - as such, rituals cast by occult entities may have amplified effects compared to when used by a human caster. They may also be capable of producing results with ‘incomplete’ rituals or individual runes, and in rare occasions may produce different effects entirely.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=256</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=256"/>
		<updated>2026-10-14T11:08:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* System&lt;br /&gt;
** Quickstart Rules|Quickstart Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** Look and Feel|Look and Feel&lt;br /&gt;
** Character Specialisation|Character Specialisation&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
** Refs|Refs&lt;br /&gt;
* Setting&lt;br /&gt;
** The World|The World&lt;br /&gt;
** The Bar|The Bar&lt;br /&gt;
** Human Factions|Human Factions&lt;br /&gt;
** Occult Entities|Occult Entities&lt;br /&gt;
** Resources|Resources&lt;br /&gt;
* Rules&lt;br /&gt;
** Quickstart Rules|Quickstart Rules&lt;br /&gt;
** Wounds|Wounds and Death&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Regular Order|Regular Order&lt;br /&gt;
** Séances|Séances&lt;br /&gt;
** Contract Negotiations|Contract Negotiations&lt;br /&gt;
** Rituals|Rituals&lt;br /&gt;
** Astral Projection|Astral Projection&lt;br /&gt;
** Murder Mystery Nights|Murder Mystery Nights&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Occult_Factions&amp;diff=255</id>
		<title>Occult Factions</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Occult_Factions&amp;diff=255"/>
		<updated>2026-10-14T11:08:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: Bink moved page Occult Factions to Occult Entities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Occult Entities]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Occult_Entities&amp;diff=254</id>
		<title>Occult Entities</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Occult_Entities&amp;diff=254"/>
		<updated>2026-10-14T11:08:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: Bink moved page Occult Factions to Occult Entities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Occult Entities==&lt;br /&gt;
&lt;br /&gt;
Since the creation of the Pact and the sealing off of the UK, Cambridge has been exposed to many non-human entities. ‘Occult Entities’ can refer to any supernatural creature, but most people use more specific terms.&lt;br /&gt;
&lt;br /&gt;
Occult entities can vary widely; some are from other worlds or dimensions known as ‘Outworlds’ and share common traits with others from the same Outworld, whilst other occult entities resemble supernatural creatures from Britain’s history, like ghosts. &lt;br /&gt;
&lt;br /&gt;
==Outworld Entities==&lt;br /&gt;
&lt;br /&gt;
‘Outworld entities’ are any creature that comes from another world/dimension (an ‘Outworld’); all the devils of Hell, for example, are ‘Outworld entities’. Outworld entities vary in power and appearance but they are defined by, and remain connected to, the Outworld from which they came&lt;br /&gt;
&lt;br /&gt;
‘Greater Powers’ are the largest Outworld entities. They have no defined physical form and cannot leave their Outworld directly - instead, they are capable of possessing willing creatures, and legally acknowledged entities may do so freely. There is typically only one ‘Greater Power’ per Outworld. &lt;br /&gt;
&lt;br /&gt;
‘Lesser Powers’ are fully capable of leaving their outworld and have a physical form. Many reside legally in the UK.&lt;br /&gt;
&lt;br /&gt;
The below are all of the publicly known, and officially acknowledged, Outworld entities. Players will be aware of them and the information given below unless they have been deliberately avoiding this information. &lt;br /&gt;
&lt;br /&gt;
Other Outworld entities exist and may be discovered in play. Players may wish to have interacted with other Outworld entities before play and should contact the ref team in such cases, but government groups, particularly MI-13, are extremely suspicious of such activities.&lt;br /&gt;
&lt;br /&gt;
===The Minister for External Affairs===&lt;br /&gt;
[[Image:TheMinister.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Greater Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Iron again, Jeremy? Why is it never flowers that smell of heartbreak, or something interesting?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The original entity that started the cascade of change that saw the UK cut off from the rest of the world. Since the Pact (details highly classified) was created in 1946, the Minister has worked to provide the UK with the raw materials and money it needed to function after WWII. Whilst the majority of their work is for the Government as part of the [[Ministry]] of External Affairs, interest groups and other large projects are permitted to approach them for assistance&lt;br /&gt;
&lt;br /&gt;
Despite being the longest-residing Outworld entity in the UK, little is known about them; they are quiet and soft spoken, they have publicly clashed with the Queen of Hell over policy, and whilst they are perfectly willing to provide basic raw materials, they prefer requests with a little more…imagination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Likes:&#039;&#039;&#039; Imaginative thinking and ‘out of the box’ solutions, unusual requests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dislikes:&#039;&#039;&#039; The unimaginative, insomniacs, the [[Queen of Hell]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Epithets:&#039;&#039;&#039; Giver of Gifts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outworld:&#039;&#039;&#039; Unknown at present&lt;br /&gt;
&lt;br /&gt;
===Mirian, Queen of Hell===&lt;br /&gt;
[[Image:Mirian.png|right]]&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Greater Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ah! Of course I’m interested, petal, I’m always open for business! What do you have to offer me?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bursting into the public eye in the 1950s as the patron of the [[New Hellfire Club]], the Queen of Hell lives to make a splash. There are few high society galas that she does not grace, no area of the arts disdains her patronage, and her contacts in politics are many. Wherever she goes,  she is determined to be the centre of attention. &lt;br /&gt;
&lt;br /&gt;
The head of the Bureaucracy of Hell, served directly by the Triumvirate, the Ars Goetia and ultimately every lesser devil, she has a distinct love of the finer things in life; fine wines, beautiful fabrics, and of course, the most precious thing a girl can possess - the human soul. She is open to any deal, at any time, and claims she rewrote her Outworld specifically for humans to navigate and benefit from. She patronises poets, artists, gamblers and drug dealers, but above all, the ambitious. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Likes:&#039;&#039;&#039; Making deals, luxury, new experiences, cultural figures and hedonists&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dislikes:&#039;&#039;&#039; The same old same old, the meek and plain, freebies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Epithets:&#039;&#039;&#039; She Comes Crowned in Flame and Splendour, Gloriana, Bard of Bards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outworld:&#039;&#039;&#039; The Bureaucracy of Hell&lt;br /&gt;
&lt;br /&gt;
====Bael, Archdevil of Hell, Third of the Triumvirate====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Lesser Power&lt;br /&gt;
&lt;br /&gt;
Patron of politicians and head of several political interest groups. &lt;br /&gt;
&lt;br /&gt;
====Paemon, Archdevil of Hell, Third of the Triumvirate====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Lesser Power&lt;br /&gt;
&lt;br /&gt;
Obsessed with pushing the limits of the world, they have taken an interest in the sciences. &lt;br /&gt;
&lt;br /&gt;
====Asmodeus, Archdevil of Hell, Third of the Triumvirate====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Lesser Power&lt;br /&gt;
&lt;br /&gt;
An ‘old school’ devil who deals in the occult; items, knowledge and power.&lt;br /&gt;
&lt;br /&gt;
===Devils and Imps===&lt;br /&gt;
Whilst many inhabitants of Hell remain in their Outworld, many have chosen to move to the UK since the emergence of their Queen, and reside there as citizens.&lt;br /&gt;
&lt;br /&gt;
Devils are physically similar to humans and possess human-like intelligence, but they can be distinguished from humanity by their prominent horns, mimicking those found on deer, rams, or goats. &lt;br /&gt;
&lt;br /&gt;
Imps are created as simple servants, canon fodder, and lackeys, and are of limited intelligence and sentience. They range from what are essentially automata, non-thinking and non-speaking, to being capable of cognition and basic speech, though they interpret orders 100% literally without direct oversight.&lt;br /&gt;
&lt;br /&gt;
==Native Entities==&lt;br /&gt;
&lt;br /&gt;
‘Native’ entities, on the other hand, cover any creature of suspected supernatural origin that originates in the UK - no-one is entirely sure if they existed before the emergence of Outside entities, though of course there are stories going back centuries of witches, ghosts and other creatures. As such, native entities are far less easy to define and verify; spirits are the only native entities that have been confirmed by MI-13 to exist.&lt;br /&gt;
&lt;br /&gt;
Spirits -  Apparitions of the dead and consistent with the ghost stories of history, spirits are most commonly found around incursion sites but can be found anywhere. Debate amongst scientists and theologians has not led to agreement on whether they are truly ‘trapped souls’ or simply some imprinted reflection of the deceased. Whatever the case may be, while most are somewhat limited, repeating the patterns and habits of the deceased, they seem semi-aware and can be interacted with in a limited capacity. Others, however, are far more animalistic and violent, akin to the poltergeists of folklore. &lt;br /&gt;
&lt;br /&gt;
There are even some stories of fully cognisant, sentient spirits who are otherwise indistinguishable from humans, but these reports are unverified.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=253</id>
		<title>Regular Order</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=253"/>
		<updated>2026-10-11T21:09:37Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your regular order is the method by which you deliver calls granted by drinks in combat, tying to your regular order at the bar.&lt;br /&gt;
&lt;br /&gt;
There are four choices - two for delivering melee calls, and two for delivering ranged calls.&lt;br /&gt;
&lt;br /&gt;
These can be changed in-play, but doing so may be costly.&lt;br /&gt;
&lt;br /&gt;
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play.&lt;br /&gt;
&lt;br /&gt;
Regular Orders that grant melee calls also allow you to use a 24” weapon or a buckler in your off hand&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=2 | Melee&lt;br /&gt;
|Shots&lt;br /&gt;
|3 calls per encounter, no cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Pints&lt;br /&gt;
|Unlimited calls, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Ranged&lt;br /&gt;
|Flutes&lt;br /&gt;
|3 calls per encounter, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
|Glasses&lt;br /&gt;
|Unlimited calls, 5 seconds of roleplay required before the call.&lt;br /&gt;
&lt;br /&gt;
Movement (but not damage) interrupts the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
The following drinks will be available at player start and provide the associated call:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Top Shelf&lt;br /&gt;
!Middle Shelf&lt;br /&gt;
!Bottom Shelf&lt;br /&gt;
|-&lt;br /&gt;
|Cuba Libre - [[DOUBLE]]&lt;br /&gt;
|Mojito - [[DRAG]]&lt;br /&gt;
|Daiquiri - +2 Hits&lt;br /&gt;
|-&lt;br /&gt;
|Bushwhacker - [[SHATTER]]&lt;br /&gt;
|Mai Tai - [[REPEL]]&lt;br /&gt;
|Painkiller - [[HEAL]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fluffy Duck - Advanced weapon skills (access to polearms &amp;amp; full sized shields)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=252</id>
		<title>Regular Order</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=252"/>
		<updated>2026-10-11T20:50:14Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your regular order is the method by which you deliver calls in combat, tying to your regular order at the bar.&lt;br /&gt;
&lt;br /&gt;
There are four choices - two for delivering melee calls, and two for delivering ranged calls.&lt;br /&gt;
&lt;br /&gt;
These can be changed in-play, but doing so may be costly.&lt;br /&gt;
&lt;br /&gt;
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play.&lt;br /&gt;
&lt;br /&gt;
Regular Orders that grant melee calls also allow you to use a 24” weapon or a buckler in your off hand&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=2 | Melee&lt;br /&gt;
|Shots&lt;br /&gt;
|3 calls per encounter, no cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Pints&lt;br /&gt;
|Unlimited calls, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Ranged&lt;br /&gt;
|Flutes&lt;br /&gt;
|3 calls per encounter, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
|Glasses&lt;br /&gt;
|Unlimited calls, 5 seconds of roleplay required before the call.&lt;br /&gt;
&lt;br /&gt;
Movement (but not damage) interrupts the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
The following drinks will be available at player start and provide the associated call:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Top Shelf&lt;br /&gt;
!Middle Shelf&lt;br /&gt;
!Bottom Shelf&lt;br /&gt;
|-&lt;br /&gt;
|Cuba Libre - [[DOUBLE]]&lt;br /&gt;
|Mojito - [[DRAG]]&lt;br /&gt;
|Daiquiri - +2 Hits&lt;br /&gt;
|-&lt;br /&gt;
|Bushwhacker - [[SHATTER]]&lt;br /&gt;
|Mai Tai - [[REPEL]]&lt;br /&gt;
|Painkiller - [[HEAL]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fluffy Duck - Advanced weapon skills (access to polearms &amp;amp; full sized shields)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=251</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=251"/>
		<updated>2026-10-09T09:39:30Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* System&lt;br /&gt;
** Quickstart Rules|Quickstart Rules&lt;br /&gt;
** Character Creation|Character Creation&lt;br /&gt;
** Look and Feel|Look and Feel&lt;br /&gt;
** Character Specialisation|Character Specialisation&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
** Refs|Refs&lt;br /&gt;
* Setting&lt;br /&gt;
** The World|The World&lt;br /&gt;
** The Bar|The Bar&lt;br /&gt;
** Human Factions|Human Factions&lt;br /&gt;
** Occult Factions|Occult Factions&lt;br /&gt;
** Resources|Resources&lt;br /&gt;
* Rules&lt;br /&gt;
** Quickstart Rules|Quickstart Rules&lt;br /&gt;
** Wounds|Wounds and Death&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Regular Order|Regular Order&lt;br /&gt;
** Séances|Séances&lt;br /&gt;
** Contract Negotiations|Contract Negotiations&lt;br /&gt;
** Rituals|Rituals&lt;br /&gt;
** Astral Projection|Astral Projection&lt;br /&gt;
** Murder Mystery Nights|Murder Mystery Nights&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=250</id>
		<title>Quickstart Rules</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Quickstart_Rules&amp;diff=250"/>
		<updated>2026-10-08T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the rules you need to begin playing the game. After reading this, and the [https://www.camlarp.co.uk/Safety safety rules], you&#039;re ready to [[Character Creation|make a character]] or [https://www.camlarp.co.uk/Crewing crew].&lt;br /&gt;
&lt;br /&gt;
All characters have three hits at game start. &lt;br /&gt;
&lt;br /&gt;
All characters may use a 1 handed weapon of up to 42”. A character whose [[Regular Order]] grants melee calls may also use a 24” weapon or a buckler in their off hand.&lt;br /&gt;
&lt;br /&gt;
[[Regular Order#Drinks|Drinks]], which allow calls, will be available from the bar at the first interactive; taking a second drink replaces the call from the first. Additional drinks (and calls) will become available during play once they are discovered by the PCs.&lt;br /&gt;
&lt;br /&gt;
Some monsters will possess elemental damage calls such as FLAME or ICE. At the start of the game these will have no additional effect on players but this may change depending on pacts made. Players can gain access to elemental calls during play and these will have additional effects against certain monsters.&lt;br /&gt;
&lt;br /&gt;
==Calls==&lt;br /&gt;
===Out-of-game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STOP THE GAME}} / MAN DOWN&lt;br /&gt;
|Anyone can call this. There has been a sort of emergency, it could be quite serious. Please call this if you are injured, or lose your glasses, or see someone else is injured. When you hear this, stop moving your feet (unless it’s unsafe not to) or roleplaying, and if people continue roleplaying, repeat the call. Ascertain the nature of the call, and respond appropriately (by looking around for someone’s glasses without moving your feet and stepping on them, or by letting any first-aiders tend to the harmed person). After things are dealt with, a ref will call TIME IN. If there are no refs during this interaction, for some reason, then by mutual consent play can start again. If you hear “MAN DOWN” then respond as if it were “STOP THE GAME”.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TOO HARD}}&lt;br /&gt;
|Anyone can call this if you are hit too hard. If someone calls this after you hit them, it isn’t an indictment of your abilities as a roleplayer, but hit them less hard please, as you just hurt them. If you are consistently being hit too hard by somebody, see a ref.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME IN}}&lt;br /&gt;
|Called by refs to indicate play starts or resumes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME OUT}}&lt;br /&gt;
|Called by refs to indicate play ends.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FREEZE}}&lt;br /&gt;
|Called by refs to pause play. This is usually to give the refs time to react to something or change something that can&#039;t be done in real time.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TIME FAFF}}&lt;br /&gt;
|Called by refs on linears if the party is proceeding too quickly and things aren&#039;t ready yet. Continue roleplaying, but do not move forward. Feel free to invent an in-universe reason to take a break.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Calls===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Call&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SINGLE}}&lt;br /&gt;
|Lose 1 hit. All hits with a melee weapon do single without having to be called.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DOUBLE}}&lt;br /&gt;
|Lose 2 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|TRIPLE}}&lt;br /&gt;
|Lose 3 hits. You should roleplay a visible reaction, so the caller knows you&#039;ve taken the call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STRIKE}}&lt;br /&gt;
|Lose 2 hits and you are knocked back 3 paces.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|HEAL}}&lt;br /&gt;
|Heal all hits.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|STUN}}&lt;br /&gt;
|For 10 seconds you cannot attack or make calls, and can only move at a walking pace. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|REPEL}}&lt;br /&gt;
|Move away for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|DRAG}}&lt;br /&gt;
|Move towards the target and stay within 5 feet for 5 seconds. This takes effect if blocked or parried.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|WEAKEN}}&lt;br /&gt;
|For 15 seconds you cannot make any calls other than SINGLE or resist any calls.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|ENTANGLE}}&lt;br /&gt;
|For 10 seconds you are unable to move your feet but can otherwise act normally.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|SHATTER}}&lt;br /&gt;
|A blow carrying the shatter call will break a full sized shield or polearm rendering it unusable. Any call that hits a broken shield should be taken as if it hit your body&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|EFFECT}}&lt;br /&gt;
|The effect stated after the call applies to you.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, EFFECTs last 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Would You Kindly}}&lt;br /&gt;
|Do your best to carry out the instruction.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, Would You Kindly lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
May be abbreviated to &amp;quot;WYK&amp;quot; when written.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|CURSE}}&lt;br /&gt;
|See a ref at the earliest convenient time and tell them you took this call.&lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|MASS}}&lt;br /&gt;
|Affects everyone in a 5m radius cone indicated by outstretched arms.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Copa_de_Cambio&amp;diff=249</id>
		<title>Copa de Cambio</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Copa_de_Cambio&amp;diff=249"/>
		<updated>2026-10-08T21:27:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: Changed redirect target from Character Specialisation to Character Specialisation#The Copa de Cambio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Character Specialisation#The Copa de Cambio]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Copa_de_Cambio&amp;diff=248</id>
		<title>Copa de Cambio</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Copa_de_Cambio&amp;diff=248"/>
		<updated>2026-10-08T21:27:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: Redirected page to Character Specialisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Character Specialisation|Copa de Cambio]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Murder_Mystery_Nights&amp;diff=247</id>
		<title>Murder Mystery Nights</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Murder_Mystery_Nights&amp;diff=247"/>
		<updated>2026-10-08T21:26:42Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cambio.png|right]]&lt;br /&gt;
The Basilica plans to begin laying on Murder Mystery nights as soon as it can, which is likely to be a few weeks later than gaining its mandate for licensed occultism (interactive 3 or 4). Once they begin, however, the bar plans to run them every week, with a widely-coveted prize available: the greatest drink the bar can produce, the [[Copa de Cambio]]. Rumour has it that just one drop can - and does - change your life.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
Once the Murder Mystery nights begin, they will consist of five steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acquisition:&#039;&#039;&#039; The murder weapon is always poison, ordered as the Last Drop from the bar. (We strongly recommend placing this order in secret.) There is only ever one available; if you try to order it and don’t hear back, it is sold out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Envenomation:&#039;&#039;&#039; The poison is delivered. If you are in possession of the Last Drop, you can pass it on to someone else, or take a risk and drink it yourself. If you are poisoned, but do not wish to participate in the murder mystery night, simply hand it back to whomever handed it to you. However, if you do so, you are then forbidden from interacting with the mystery further, since you already know whodunnit. (Please hand it back covertly, so as to not spoil the mystery. If it’s not clear who gave it to you, please return it to the bar staff.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revelation:&#039;&#039;&#039; The attempt is revealed. This is done by the victim, within five minutes of being poisoned, loudly declaring “I’ve been poisoned!”. The first three people to approach the victim become the other participants in the mystery, for a total of up to five: culprit, victim, and witnesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039; The witnesses have a further five minutes to gather information. They can question other patrons, look for clues, and generally seek out ways to discover whodunnit. (Patrons, particularly the victim, can lie! However, while there may be creative ways to use Skills to help determine guilt or innocence, no method is foolproof.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declaration:&#039;&#039;&#039; After the five minutes, the witnesses must come together to declare who they believe to be the culprit. When the three have chosen, the murder mystery draws to a close, and the Bar staff declare the result. If the witnesses are correct, the prize goes to them, if not, the culprit and victim share it. (This does mean the victim is incentivised to cover up their own murder.)&lt;br /&gt;
&lt;br /&gt;
Whichever side wins, that team must decide who will drink from the Copa de Cambio. (If a decision can’t be made, it will be determined randomly from among the players who least recently did so.) They may then make a one-word wish, which the drink is known to attempt to grant. (Refs will talk to you about the mechanical implementation of this.) This is a fast, but comparatively unstable, means of [[Character Specialisation|character specialisation]], and will primarily affect your character physically or metaphysically, rather than making you better at a skill.&lt;br /&gt;
&lt;br /&gt;
The losing team, however, will receive Wounds as a result of the backlash from the murder being redirected towards them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=246</id>
		<title>Regular Order</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Regular_Order&amp;diff=246"/>
		<updated>2026-10-08T21:24:42Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your regular order is the method by which you deliver calls in combat, tying to your regular order at the bar.&lt;br /&gt;
&lt;br /&gt;
There are four choices - two for delivering melee calls, and two for delivering ranged calls.&lt;br /&gt;
&lt;br /&gt;
These can be changed in-play, but doing so may be costly.&lt;br /&gt;
&lt;br /&gt;
The calls delivered in this way depend on [[#Drinks|drinks]] from the Bar. The selection available can be increased in-play.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=2 | Melee&lt;br /&gt;
|Shots&lt;br /&gt;
|3 calls per encounter, no cooldown&lt;br /&gt;
|-&lt;br /&gt;
|Pints&lt;br /&gt;
|Unlimited calls, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Ranged&lt;br /&gt;
|Flutes&lt;br /&gt;
|3 calls per encounter, 10 second cooldown between each&lt;br /&gt;
|-&lt;br /&gt;
|Glasses&lt;br /&gt;
|Unlimited calls, 5 seconds of roleplay required before the call.&lt;br /&gt;
&lt;br /&gt;
Movement (but not damage) interrupts the call.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
The following drinks will be available at player start and provide the associated call:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Top Shelf&lt;br /&gt;
!Middle Shelf&lt;br /&gt;
!Bottom Shelf&lt;br /&gt;
|-&lt;br /&gt;
|Cuba Libre - [[DOUBLE]]&lt;br /&gt;
|Mojito - [[DRAG]]&lt;br /&gt;
|Daiquiri - +2 Hits&lt;br /&gt;
|-&lt;br /&gt;
|Bushwhacker - [[SHATTER]]&lt;br /&gt;
|Mai Tai - [[REPEL]]&lt;br /&gt;
|Painkiller - [[HEAL]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fluffy Duck - Advanced weapon skills (access to polearms &amp;amp; full sized shields)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=245</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=245"/>
		<updated>2026-10-08T20:48:59Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Alternative History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Palms: An Occult Fantasy LARP==&lt;br /&gt;
&lt;br /&gt;
Open Palms is the [https://camlarp.co.uk Cambridge LARP Society]&#039;s game for 2026-2027.&lt;br /&gt;
&lt;br /&gt;
=== Alternative History ===&lt;br /&gt;
&lt;br /&gt;
Open Palms is a supernatural-mystery LARP set in an [[The World|alternative 1970s version of the UK]], magic is real, occult entities sit in government, and the fantastical lives alongside the mundane. &lt;br /&gt;
&lt;br /&gt;
In 1946 the newly formed Labour Government announced the formation of the Pact, a binding agreement between his Majesty&#039;s government and a previously unknown donor, one with the will and resources to fund the rebuilding of the UK, and put an end to the poverty that the war had forced on Britain. &lt;br /&gt;
&lt;br /&gt;
But that deal came at a cost; an impenetrable barrier around the entirety of the UK,  and the terrifying knowledge that humanity was not alone in the cosmos. Other worlds existed, with their own denizens, histories, and laws of reality, that could force their way into ours with terrifying - and impossible - effects.&lt;br /&gt;
&lt;br /&gt;
Soon magic and the supernatural became commonplace. Devils plied their trades on street corners and in Government, spirits haunted abandoned factories, and magical constructs built roads and office buildings. &lt;br /&gt;
&lt;br /&gt;
But after twenty five years, trouble has come around again. Incursions, where other worlds press against ours, overwriting physical laws and spewing forth strange creatures, are increasing faster than official response teams can keep up. In desperation, the Ministry of External Affairs has announced the Citizens Defence Initiative, calling for brave and patriotic souls, knowledgable of the occult, to form &#039;Branches&#039; - local support groups to assist their fellow citizens with magical affairs, investigate and respond to Incursions, and perhaps, discover the cause behind their increasing violence...&lt;br /&gt;
&lt;br /&gt;
The new home of the Cambridge Branch, the &#039;&#039;[[Basilica de San Cerveza]]&#039;&#039; has opened its doors to those wishing to support the Initiative. You are among those who have decided to respond.&lt;br /&gt;
&lt;br /&gt;
=== Major Themes ===&lt;br /&gt;
&lt;br /&gt;
* Occult Investigation - Why are the Incursions increasing? What other Occult entities are out there, and what are they planning? Who is really behind all of this?&lt;br /&gt;
* Mutual Aid &amp;amp; Community Support - Not only must you investigate Incursions, the people of Cambridge will rely on you to solve their magical problems...&lt;br /&gt;
* Tiny Fish in a Cosmic Pond - The Powers That Be are bigger, stronger, and more knowledgeable than you are. To beat them you must even the odds - make friends, make deals, and make use of every advantage you have to bring them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What Can I Play? ===&lt;br /&gt;
&lt;br /&gt;
* A world-weary PI who uses runes to find leads and follow up on clues.&lt;br /&gt;
* A Union leader who makes deals with devils and spirits to protect his fellow workers. &lt;br /&gt;
* A bouncer, ready to remove undesirables from their bar, no matter what world they come from. &lt;br /&gt;
* An eccentric scholar searching for that last perfect artefact to add to their collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How Do I Start? ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to LARPing, head on over to our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ] on the hobby.&lt;br /&gt;
&lt;br /&gt;
After that, you should read the [[The World]] to see what in the setting takes your interest, then, when you&#039;re ready, go to [[Character Creation]] to create what kind of character you want to play. If you&#039;re not sure, or want to try it out first, you can [https://www.camlarp.co.uk/Crewing crew] to see what it&#039;s like. &lt;br /&gt;
&lt;br /&gt;
See [[Look and Feel]] for tips on starting kit, but don&#039;t worry - the society has plenty to spare if you&#039;d like to borrow some first!&lt;br /&gt;
&lt;br /&gt;
If you have further questions that aren&#039;t answered here, you can email the [[Refs]] or ask on discord.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=244</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=244"/>
		<updated>2026-10-08T18:53:44Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* How Do I Start? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Open Palms: An Occult Fantasy LARP==&lt;br /&gt;
&lt;br /&gt;
Open Palms is the [https://camlarp.co.uk Cambridge LARP Society]&#039;s game for 2026-2027.&lt;br /&gt;
&lt;br /&gt;
=== Alternative History ===&lt;br /&gt;
&lt;br /&gt;
Open Palms is a supernatural-mystery LARP set in an [[The World|alternative 1970s version of the UK]], magic is real, occult entities sit in government, and the fantastical lives alongside the mundane. &lt;br /&gt;
&lt;br /&gt;
In 1946 the newly formed Labour Government announced the formation of the Pact, a binding agreement between his Majesty&#039;s government and a previously unknown donor, one with the will and resources to fund the rebuilding of the UK, and put an end to the poverty that the war had forced on Britain. &lt;br /&gt;
&lt;br /&gt;
But that deal came at a cost; an impenetrable barrier around the entirety of the UK,  and the terrifying knowledge that humanity was not alone in the cosmos. Other worlds existed, with their own denizens, histories, and laws of reality, that could force their way into ours with terrifying - and impossible - effects.&lt;br /&gt;
&lt;br /&gt;
Soon magic and the supernatural became commonplace. Devils plied their trades on street corners and in Government, spirits haunted abandoned factories, and magical constructs built roads and office buildings. &lt;br /&gt;
&lt;br /&gt;
But after twenty five years, trouble has come around again. Incursions, where other worlds press against ours, overwriting physical laws and spewing forth strange creatures, are increasing faster than official response teams can keep up. In desperation, the Ministry of External Affairs has announced the Citizens Defence Initiative, calling for brave and patriotic souls, knowledgable of the occult, to form &#039;Branches&#039; - local support groups to assist their fellow citizens with magical affairs, investigate and respond to Incursions, and perhaps, discover the cause behind their increasing violence...&lt;br /&gt;
&lt;br /&gt;
The new home of the Cambridge Branch, the &#039;&#039;Basillica de San Cerveza&#039;&#039; has opened its doors to those wishing to support the Initiative. You are among those who have decided to respond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Major Themes ===&lt;br /&gt;
&lt;br /&gt;
* Occult Investigation - Why are the Incursions increasing? What other Occult entities are out there, and what are they planning? Who is really behind all of this?&lt;br /&gt;
* Mutual Aid &amp;amp; Community Support - Not only must you investigate Incursions, the people of Cambridge will rely on you to solve their magical problems...&lt;br /&gt;
* Tiny Fish in a Cosmic Pond - The Powers That Be are bigger, stronger, and more knowledgeable than you are. To beat them you must even the odds - make friends, make deals, and make use of every advantage you have to bring them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== What Can I Play? ===&lt;br /&gt;
&lt;br /&gt;
* A world-weary PI who uses runes to find leads and follow up on clues.&lt;br /&gt;
* A Union leader who makes deals with devils and spirits to protect his fellow workers. &lt;br /&gt;
* A bouncer, ready to remove undesirables from their bar, no matter what world they come from. &lt;br /&gt;
* An eccentric scholar searching for that last perfect artefact to add to their collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How Do I Start? ===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re new to LARPing, head on over to our [https://www.camlarp.co.uk/Frequently_Asked_Questions general FAQ] on the hobby.&lt;br /&gt;
&lt;br /&gt;
After that, you should read the [[The World]] to see what in the setting takes your interest, then, when you&#039;re ready, go to [[Character Creation]] to create what kind of character you want to play. If you&#039;re not sure, or want to try it out first, you can [https://www.camlarp.co.uk/Crewing crew] to see what it&#039;s like. &lt;br /&gt;
&lt;br /&gt;
See [[Look and Feel]] for tips on starting kit, but don&#039;t worry - the society has plenty to spare if you&#039;d like to borrow some first!&lt;br /&gt;
&lt;br /&gt;
If you have further questions that aren&#039;t answered here, you can email the [[Refs]] or ask on discord.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=238</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=238"/>
		<updated>2026-10-07T13:00:20Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Official */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you do things in combat.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to [[MI-13]] when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as [[OOPA]]s), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to [[Contract Negotiations|negotiate]] and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=237</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=237"/>
		<updated>2026-10-07T12:59:47Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Scholar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you do things in combat.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to [[MI-13]] when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as [[OOPA]]s), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=236</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=236"/>
		<updated>2026-10-07T12:59:32Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* CAREER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you do things in combat.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to [[MI-13]] when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as OOPAs), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=235</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=235"/>
		<updated>2026-10-07T12:58:54Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* PC Building - A Quick Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you do things in combat.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to MI-13 when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as OOPAs), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=234</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=234"/>
		<updated>2026-10-07T12:55:24Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* SECRETS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you fight.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to MI-13 when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as OOPAs), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=233</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=233"/>
		<updated>2026-10-07T11:31:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* PC Building - A Quick Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you fight.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; Your character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to MI-13 when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as OOPAs), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (NB: Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=232</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Creation&amp;diff=232"/>
		<updated>2026-10-07T11:31:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* PC Building - A Quick Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Building - A Quick Guide==&lt;br /&gt;
#Pick your [[#CAREER|Career]]. &#039;&#039;This greatly determines how you do things out of combat. You always gain your Career’s Root Skill.&#039;&#039;&lt;br /&gt;
#Then choose 2 other [[skills]] from your chosen Career.&lt;br /&gt;
#Pick your [[Regular Order]]. &#039;&#039;This greatly determines how you fight.&#039;&#039;&lt;br /&gt;
#Pick a [[#SECRETS|Secret]] (if you want one).&lt;br /&gt;
#Pick a [[#BONUS|Bonus]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Character Spreadsheet is available [https://docs.google.com/spreadsheets/d/1uYnxU8VMmDLgCh4NE1Xtl8GcUaTiYRaOLoy5fsmHiOs here] to assist in selecting skills.&lt;br /&gt;
&lt;br /&gt;
Then you can submit you character [https://docs.google.com/forms/d/e/1FAIpQLSekUEcz3SQYU01lu9jMMoukILXpj7uDvv8PXN3hGEWred7DVg/viewform here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref Fiat:&#039;&#039;&#039; You character (at least at start of play) has volunteered to join a group that is explicitly about helping and defending their local community. Whilst they may have different methods of doing so, at game start please do not gen a character with malicious intent towards fellow members or the Cambridge Branch, or those coming to the Cambridge Branch for help. This may, of course, change in play.&lt;br /&gt;
&lt;br /&gt;
==CAREER==&lt;br /&gt;
Your career is what your character does for a living - how they make their way in this world of magic and unnatural creatures. Do they pull strings, and keep people pointed in the same direction? Do they provide information on the lay of the land, or dive deep into occult mysteries? &lt;br /&gt;
&lt;br /&gt;
All of the below are career ‘types’ and are not prescriptive to your characters actual job - your character can be a librarian Official, a Scholar who provides protective EFFECTs to MI-13 when they investigate incursions, or an Occultist private detective who protects their neighbourhood from threats. &lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
&#039;&#039;Investigating the deeper mysteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scholars are magical researchers, experts at analysing magical phenomena and finding answers in long lost libraries. In Cambridge Scholars are often affiliated with the university or one of the government agencies, but others work freelance. Some specialise in a particular area - Outworlds, occult history - whilst some dabble in whatever takes their interest. &lt;br /&gt;
&lt;br /&gt;
Wherever they work, what defines a Scholar is their training; all Scholars are trained to handle Out of Place Artefacts (commonly known as OOPAs), commonplace objects with magical cores which require specialist intervention. &lt;br /&gt;
&lt;br /&gt;
Whatever their area of interest, Scholars are most comfortable chasing down leads, and investigating Occult effects.&lt;br /&gt;
&lt;br /&gt;
You can find Scholar skills [[Skills#Scholar|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A student in search of a dissertation topic, cataloguing out-of-place artefacts. &lt;br /&gt;
*A technician insisting that the right tool for the job will always be the cursed one. &lt;br /&gt;
*A lab technician with the cleanest pentagrams in the city, pushing for safe, standardised séances. &lt;br /&gt;
*An archivist, clutching an ever-full gas-lantern as they delve into the stacks.&lt;br /&gt;
&lt;br /&gt;
===Official===&lt;br /&gt;
&#039;&#039;Keeping the city running smoothly&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Officials’, as they are commonly called, are defined by one thing; a government sanction to carry Writs, and to negotiate and sign off on Contracts with Occult entities. Addition to the Government Registry of Officials typically requires rigorous exams and thorough background checks, but like anything, these can be gotten around if you know the right people. &lt;br /&gt;
&lt;br /&gt;
Beyond that, an Official can be anyone in a position of public trust, and they are essential in any area where deals with Outside entities are commonplace; some are in politics, some are lawyers, some in libraries, treating with Devils for valuable tomes. Used to social maneuvering, Officials work best when they have others to direct and inspire.&lt;br /&gt;
&lt;br /&gt;
You can find Official skills [[Skills#Official|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A clerk, stamping papers and handing them to the ghost of their predecessor to file away. &lt;br /&gt;
*A librarian who keeps the air in their library unnaturally silent and still, thanks to an Outside entity from a world without sound. &lt;br /&gt;
*A tollbooth operator and the hulking devil employed to enforce payment. &lt;br /&gt;
*A croupier at a sanctioned casino, still waiting for the right partner to enlist.&lt;br /&gt;
&lt;br /&gt;
===Occultist===&lt;br /&gt;
&#039;&#039;Dabbling with otherworldly forces&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The system of magical Rituals to create long term effects is still in its infancy, and with the recent crackdowns on Ritual research, information is scarce and sanction for investigations rarely granted. As such, ‘Occultists’ as they have become known, are more grassroots - typically self taught rather than via an institution or apprenticeships. Some Occultists work openly as exorcists or providing magical wards, some are hired on a case by case basis to solve magical problems, and others are attached to specific businesses or clubs.&lt;br /&gt;
&lt;br /&gt;
Used to working with limited information, Occultists have their own methods for dealing with problems, but ultimately they are best making it up as they go; converting problems too large to solve into other, smaller problems, then using rituals and ‘home grown’ methods to solve them.&lt;br /&gt;
&lt;br /&gt;
You can find Occultist skills [[Skills#Occultist|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*A believer in search of a forgotten god, certain that the next ritual will be the true one. &lt;br /&gt;
*A gardener who claims their instincts will always show them which runes to cast and which to prune away. &lt;br /&gt;
*A charlatan whose props one day began to twist the veil around them. &lt;br /&gt;
*A paper-boy saving his pay for the runes he is certain will make his fortune.&lt;br /&gt;
&lt;br /&gt;
===Warden===&lt;br /&gt;
&#039;&#039;Defending the country against Incursions &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
‘Warden’ is a slang term for anyone who provides active defense against Outworld incursions and their denizens, either as part of official response groups or locally/independently. This continued exposure to Outside entities has meant Wardens can Astral Project; separating their spirit from their body to explore the Astral Plane, where places steeped in magic glow like beacons in the dark, time fluctuates, and visions of far off places are possible.&lt;br /&gt;
&lt;br /&gt;
Ultimately, when working in places where the laws of physics can change in seconds, all Wardens know that the key to victory is preparation and supply; Wardens learn the lay of the land, learn from their fallen enemies, and always ensure they have the right things on hand.&lt;br /&gt;
&lt;br /&gt;
You can find Warden skills [[Skills#Warden|here]].&lt;br /&gt;
&lt;br /&gt;
Example Character Concepts:&lt;br /&gt;
*An old soldier who never unfixed the bayonet, soul wandering in search of lost comrades. &lt;br /&gt;
*A student of meditation who found herself able to calm her mind and the world around in the same way. &lt;br /&gt;
*A teenager lost in daydreams who started hearing secrets from other people&#039;s dreams. &lt;br /&gt;
*An engineer who specialises in percussive maintenance, so well they do it in their sleep.&lt;br /&gt;
&lt;br /&gt;
==SECRETS==&lt;br /&gt;
What do you do covertly? What don’t you want other characters to know? (NB: Selecting a Secret is not mandatory - these are for flavour and potential hooks for plot.)&lt;br /&gt;
&lt;br /&gt;
Ideas:&lt;br /&gt;
*Saboteur: You are working with one group to secretly frustrate the plans of another&lt;br /&gt;
*Debtor: You owe a debt to someone dangerous&lt;br /&gt;
*On the Run: You’re lying low, having earned someone’s ire&lt;br /&gt;
*Collector: You are on the trail to obtain a very illegal artefact&lt;br /&gt;
*Wanted List: You have committed a crime that is known to the authorities, even if you aren’t&lt;br /&gt;
*Cultist: You are a member of an illegal cult. &lt;br /&gt;
*I Have My Own Idea: If you’d like to submit your own idea, please contact the refs!&lt;br /&gt;
&lt;br /&gt;
==BONUS==&lt;br /&gt;
Select one of the following, or submit your own idea. &lt;br /&gt;
*Wealthy: You begin play with extra resources. (This is the default option.)&lt;br /&gt;
*Plane-Touched: Contact with the occult has changed you physically or mentally- and other occult entities may react differently to you.&lt;br /&gt;
*Favor: You are owed favors by or are friends with someone with influence&lt;br /&gt;
*Leadership: You have a position of some influence in a faction&lt;br /&gt;
*Doomed: You’re Doomed by prior entanglements. You have sold your immortal soul, found a deal and are under the protection of another entity. You have an alternative wound tab, rather than having a bar tab.&lt;br /&gt;
*Extra Doomed: You’re definitely on your last legs. You will start the first session terminal and need to find a deal immediately to save your skin.&lt;br /&gt;
*I Have My Own Idea:  If you’d like to submit your own idea, please contact the refs!&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=231</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=231"/>
		<updated>2026-10-07T11:30:26Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|Once per interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|Once per encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Eye_for_the_Occult&amp;diff=230</id>
		<title>Eye for the Occult</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Eye_for_the_Occult&amp;diff=230"/>
		<updated>2026-10-07T11:27:30Z</updated>

		<summary type="html">&lt;p&gt;Bink: Redirected page to Skills#Eye for the Occult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Skills#Eye for the Occult]]&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=S%C3%A9ances&amp;diff=229</id>
		<title>Séances</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=S%C3%A9ances&amp;diff=229"/>
		<updated>2026-10-07T11:27:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* How do Séances Work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OOPAs - Out-Of-Place Artefacts - are mysterious, intricate, and dangerous. To most Scholars of the occult, this makes them a fascinating challenge. The process by which OOPAs are assembled, disassembled, and investigated is through a Séance.&lt;br /&gt;
&lt;br /&gt;
A Séance is mostly a puzzle - hence it being a Scholar skill. Séances must be led by a Scholar, as nobody else has the mental training to take apart an occult object without breaking it. However, as channelling the Séance takes a great deal of concentration, it will always require at least one other participant.&lt;br /&gt;
&lt;br /&gt;
===What are OOPAs?===&lt;br /&gt;
Each OOPA is an object with something occult about it, whether that’s a curse, a possession, a haunting, an otherworldly Infection, or something stranger still. Each of these is unique, though some may be similar. These eldritch qualities are referred to as the OOPA’s Core. (Examples might include the ghost of a kindly grandmother, or the last trick of a lost devil.) A core cannot exist in isolation outside the temporary balance of a Séance, and must normally be stored in a housing: an otherwise mundane object that contains it, and which it acts through.&lt;br /&gt;
&lt;br /&gt;
The core will interact with its housing to produce the overall effect. If the core is a malevolent poltergeist and the housing is a sewing kit, it might stab the user with needles; moving the same core to a housing of a puzzle box might lead it to un-solve itself, making it much more difficult to open. (Any mundane object can be a housing, but if the refs didn’t provide it, please ask first!)&lt;br /&gt;
&lt;br /&gt;
[[Image:OOPA1.png]] [[Image:OOPA2.png]]&lt;br /&gt;
&lt;br /&gt;
===How do Séances Work?===&lt;br /&gt;
[[Image:Seance.png|right]]&lt;br /&gt;
To perform a Séance, the Scholar must prepare a suitable flat surface, and place the OOPA they wish to take apart on it. All participants should be seated, or otherwise settled, around that same flat surface. The Séance will involve solving a puzzle, usually with a non-obvious solution, based on either a deck of cards, a set of tangrams, a chessboard, or a tower of blocks.&lt;br /&gt;
&lt;br /&gt;
Once the Séance begins, the Scholar cannot speak. They may bring the correct puzzle to the surface, but cannot then touch any of its components. A Séance has a time limit: stronger cores may be channelled safely for longer periods of time, but will require more difficult puzzles to fully control. An example Séance card is below.&lt;br /&gt;
&lt;br /&gt;
To begin, the Scholar will silently read the Séance card, which will instruct them to draw a certain number of burden cards, each of which applies a specific restriction. (Burdens increase in number as the core becomes more powerful.) These must be divided amongst the other participants, as evenly as possible. The timer begins as soon as the scholar begins drawing burdens. Some example Burden cards are below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burden.png|right]]&lt;br /&gt;
Once the Burdens have been distributed, the group must then complete a puzzle relating to the core, in order to move it from its current housing to another (prepared) housing. In a typical Séance, the other participants will begin moving pieces around, at which point the Scholar will signal them without speaking as to whether or not they are going in the right direction. (Non-verbal noises, nodding, shaking your head, thumbs up/down, and miming are allowed.)&lt;br /&gt;
&lt;br /&gt;
In the example above, Grandmother’s Wishes, the Scholar will bring the tangram set to the Séance surface, before starting the correct timer and, quickly, distributing the two required Burdens to the other participants. They will then begin moving pieces, with the Scholar signalling them when they go right or wrong. (A clever Scholar might signal the right approach by miming a small shape, then bigger, then bigger.)&lt;br /&gt;
&lt;br /&gt;
If the puzzle is completed before time is up, the Scholar should call “stop” aloud, to signal to other participants that the Séance is over. If not, they should call “stop” when the time is elapsed, in which case participants are likely to suffer harm for the failure to safely re-contain the spirit, as it snaps back to its former housing - or, in extreme cases, may escape.&lt;br /&gt;
&lt;br /&gt;
Once a core is re-housed, the properties of the new OOPA are not guaranteed, but they are reasonably predictable, and a Scholar with an [[Eye for the Occult]] can generally tell what sort of thing a given core will do. (For example, Grandmother’s Wishes will almost always be benevolent.)&lt;br /&gt;
&lt;br /&gt;
Players may only have one OOPA at any given time.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=228</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Skills&amp;diff=228"/>
		<updated>2026-10-07T11:27:00Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Scholar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Career has a Root skill and several optional skills available. You start with &#039;&#039;&#039;2&#039;&#039;&#039; optional skills.&lt;br /&gt;
&lt;br /&gt;
==Scholar==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Séance (Root Skill)&lt;br /&gt;
|Create and dismantle OOPAs by leading a [[Séance]].&lt;br /&gt;
&lt;br /&gt;
Must be performed as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Expert Contact&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept My Credentials&amp;quot; as an academic expert on the subject&lt;br /&gt;
&lt;br /&gt;
You can also take an additional [[downtime]] action to Investigate using your contacts&lt;br /&gt;
|-&lt;br /&gt;
|A Study in Batrachology&lt;br /&gt;
|1/interactive, can receive a hint from refs on your current puzzle. &lt;br /&gt;
&lt;br /&gt;
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|{{Definition|Eye for the Occult}}&lt;br /&gt;
|Can analyse [[OOPA]]s to discover hints about their cores; you can also look at Burdens before handing them out during a séance&lt;br /&gt;
|-&lt;br /&gt;
|Reference Encyclopedia&lt;br /&gt;
|When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.&lt;br /&gt;
&lt;br /&gt;
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. &lt;br /&gt;
|-&lt;br /&gt;
|Protective Circle&lt;br /&gt;
|You can set up a static [[EFFECT]] on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected).&lt;br /&gt;
|-&lt;br /&gt;
|Magical Analysis&lt;br /&gt;
|You can analyse [[EFFECT]]s and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects.&lt;br /&gt;
&lt;br /&gt;
Can be performed as a [[Group Skill]]. More people assisting can reduce the side effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Official Stamp (Root Skill)&lt;br /&gt;
|You can initiate [[contract negotiations]] with other entities, and have access to Writs that others do not. &lt;br /&gt;
&lt;br /&gt;
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Official Badge&lt;br /&gt;
|Can call &amp;quot;[[Would You Kindly]] Accept my Credentials as a Public Official&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can also take an additional downtime to Engineer an Encounter using your credentials&lt;br /&gt;
|-&lt;br /&gt;
|Sanctioned Networking&lt;br /&gt;
|You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. &lt;br /&gt;
|-&lt;br /&gt;
|Extra Requisitions&lt;br /&gt;
|You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking.&lt;br /&gt;
|-&lt;br /&gt;
|Gifted Speaker&lt;br /&gt;
|1/encounter, may call “[[Would You Kindly]] tell me, was that a lie?”&lt;br /&gt;
&lt;br /&gt;
Once per encounter, you can call [[MASS]] [[EFFECT]]: Don’t Start a Fight after 15 seconds of conversation&lt;br /&gt;
|-&lt;br /&gt;
|Smooth Talker&lt;br /&gt;
|After 15 seconds of conversation, you can call [[EFFECT]]: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will&lt;br /&gt;
|When under emotion [[EFFECT]]s, you may choose to respond instead with an emotion of your choice. &lt;br /&gt;
&lt;br /&gt;
Once per encounter, when you would take a [[Would You Kindly]] call, you can choose to take it as an emotion [[EFFECT]] call of your choice instead of following the command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Occultist==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Student of the Outer Art (Root Skill)&lt;br /&gt;
|Can perform [[Rituals]] using a ritual circle&lt;br /&gt;
|-&lt;br /&gt;
|I Know A Guy&lt;br /&gt;
|You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.)&lt;br /&gt;
|-&lt;br /&gt;
|Occult Informer&lt;br /&gt;
|You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it. &lt;br /&gt;
&lt;br /&gt;
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Resistance&lt;br /&gt;
|Can ignore 1 wound or RP effect generated by casting a [[ritual]]&lt;br /&gt;
&lt;br /&gt;
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. &lt;br /&gt;
|-&lt;br /&gt;
|I’ve Seen This Before&lt;br /&gt;
|After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Destruction&lt;br /&gt;
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY.&lt;br /&gt;
&lt;br /&gt;
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core.&lt;br /&gt;
&lt;br /&gt;
Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. &lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|Sealing Ritual&lt;br /&gt;
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]]. More participants will result in a stronger seal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Warden==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Astral Anchoring (Root Skill)&lt;br /&gt;
|Can [[Astral Projection|Astrally Project]] and your spirit can interact loosely at the other end to learn more information&lt;br /&gt;
|-&lt;br /&gt;
|Standard Autopsy Protocols&lt;br /&gt;
|You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.&lt;br /&gt;
&lt;br /&gt;
This is not the Destruction skill and cannot be used in place of it.&lt;br /&gt;
&lt;br /&gt;
Can be used as a [[Group Skill]].&lt;br /&gt;
|-&lt;br /&gt;
|This One’s On Me&lt;br /&gt;
|Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this.&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Reputation&lt;br /&gt;
|You can call [[Would You Kindly]] Fear.&lt;br /&gt;
&lt;br /&gt;
Once per encounter you can use [[Would You Kindly]] Consider Me Dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Astral Accompaniment&lt;br /&gt;
|You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.)&lt;br /&gt;
|-&lt;br /&gt;
|Mundane Scout&lt;br /&gt;
|You can examine non-magical items to discern more information about them. &lt;br /&gt;
&lt;br /&gt;
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.)&lt;br /&gt;
|-&lt;br /&gt;
|Smuggler&lt;br /&gt;
|You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can&#039;t be used while under pressure.&lt;br /&gt;
&lt;br /&gt;
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Group Skills==&lt;br /&gt;
Some skills can be performed as Group Skills (and a few must be performed as Group Skills). A group skill is led by a character with the skill, but other characters can assist them to improve the effect.&lt;br /&gt;
&lt;br /&gt;
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they&#039;ll brief you on any requirements and adjudicate.&lt;br /&gt;
&lt;br /&gt;
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Open_Palms:About&amp;diff=227</id>
		<title>Open Palms:About</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Open_Palms:About&amp;diff=227"/>
		<updated>2026-10-07T03:12:27Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;Open Palms is the game for Cambridge LARP Society for 2026-2027.  Written by Seffie Davison, Gina Evans and Tom Merriam.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Open Palms is the game for Cambridge LARP Society for 2026-2027.&lt;br /&gt;
&lt;br /&gt;
Written by Seffie Davison, Gina Evans and Tom Merriam.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Privacy&amp;diff=226</id>
		<title>MediaWiki:Privacy</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Privacy&amp;diff=226"/>
		<updated>2026-10-07T03:10:18Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;-&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Disclaimers&amp;diff=225</id>
		<title>MediaWiki:Disclaimers</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=MediaWiki:Disclaimers&amp;diff=225"/>
		<updated>2026-10-07T03:09:19Z</updated>

		<summary type="html">&lt;p&gt;Bink: Created page with &amp;quot;-&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=224</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=224"/>
		<updated>2026-10-06T21:00:21Z</updated>

		<summary type="html">&lt;p&gt;Bink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
[[Image:Cambio.png|right]]&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=223</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=223"/>
		<updated>2026-10-06T20:59:58Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* The Copa de Cambio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
[[Image:Cambio.png|left]]&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=222</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=222"/>
		<updated>2026-10-06T20:59:50Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* The Copa de Cambio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
[[Cambio.png|left]]&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=221</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=221"/>
		<updated>2026-10-06T20:59:39Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Incipience - Skill Specialisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=220</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=220"/>
		<updated>2026-10-06T20:59:31Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Incipience - Skill Specialisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|left]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=219</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=219"/>
		<updated>2026-10-06T20:59:15Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* The Copa de Cambio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=218</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=218"/>
		<updated>2026-10-06T20:59:04Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* The Copa de Cambio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
[[Image:Cambio.png|right]]&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=217</id>
		<title>Character Specialisation</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Character_Specialisation&amp;diff=217"/>
		<updated>2026-10-06T20:58:56Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* Incipience - Skill Specialisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Open Palms, characters specialise in many different ways, by a variety of means.&lt;br /&gt;
&lt;br /&gt;
==Incipience - Skill Specialisation==&lt;br /&gt;
[[Image:Incipience.png|right]]&lt;br /&gt;
If you have been using a skill unusually, creatively, or both, you may discover an Incipience, as the way the skill works for you is about to change. These will be presented as a card with a new version of that skill, as well as the conditions to unlock it. Once unlocked, that becomes the way that skill works for you from then on.&lt;br /&gt;
&lt;br /&gt;
For example, if you routinely use your Official Stamp to create Contracts for temporary favours, acting as a small-scale power-broker, you might receive the following Incipience: Power Broker.&lt;br /&gt;
&lt;br /&gt;
Skill specialisation is permanent, but not mandatory: You can retrain away the skill at any time, or simply choose not to fulfil an Incipience when you get it. They are not rewards from the refs for preferred “styles” of play - if you feel you have been doing something creative and we haven’t noticed, please reach out and let us know! Chances are we’ve just missed it.&lt;br /&gt;
&lt;br /&gt;
==The Copa de Cambio==&lt;br /&gt;
[[Image:Cambio.png]]&lt;br /&gt;
The reward for the bar’s [[Murder Mystery Nights]], the Copa de Cambio grants the drinker a single, one-word wish, which it fulfils according to its own mysterious whims. This will primarily affect the drinker’s physical and metaphysical attributes, rather than skills. While the effects in-character will be somewhat unpredictable, the refs will discuss the mechanical effects with the player involved, to make sure the results are both fun and balanced.&lt;br /&gt;
&lt;br /&gt;
An example result might be a wish for FIREARMS, leading the drinker’s arms to be permanently made of fire; if the player wants a primarily combat-based effect, they might be able to add FLAME to any call. By contrast, if they want an effect linked to (for example) astral projection, they might find that they can manipulate shapes in the flame to communicate with those in the waking world while they travel the Aether. (These examples are weaker than a typical result would be!)&lt;br /&gt;
&lt;br /&gt;
==OOPAs==&lt;br /&gt;
[[OOPA]]s are powerful, and customisable. A player might have a preferred item, and choose to make it the Housing of a powerful occult Core in order to further specialise their character. While not bound to the player (or character), this can be an effective way to gain a mechanical advantage linked to your preferred style of play.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
A character can be under the effects of one [[Rituals|Ritual]] at a time, each of which provides a different, typically long-lasting effect. At game start, this can include preventing up to one wound per event, but many more can be discovered in play.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Binding others to you via [[Contract Negotiations|Contracts]] is both specific to the signers of the contract, and can be a great way to specialise a character. (For example, a Devil contracted to serve as a bodyguard will have a major impact on how your character moves through the world.)&lt;br /&gt;
&lt;br /&gt;
==The Wider World==&lt;br /&gt;
Players can join cults, own buildings, start businesses, and otherwise interact with the wider world. This will mostly affect [[Downtime]], though major changes to the status quo in the game’s world may well be reflected in what goes on during events.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
	</entry>
	<entry>
		<id>https://openpalms.camlarp.co.uk/w/index.php?title=Murder_Mystery_Nights&amp;diff=216</id>
		<title>Murder Mystery Nights</title>
		<link rel="alternate" type="text/html" href="https://openpalms.camlarp.co.uk/w/index.php?title=Murder_Mystery_Nights&amp;diff=216"/>
		<updated>2026-10-06T20:58:47Z</updated>

		<summary type="html">&lt;p&gt;Bink: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cambio.png|right]]&lt;br /&gt;
The Basilica plans to begin laying on Murder Mystery nights as soon as it can, which is likely to be a few weeks later than gaining its mandate for licensed occultism (interactive 3 or 4). Once they begin, however, the bar plans to run them every week, with a widely-coveted prize available: the greatest drink the bar can produce, the Copa de Cambio. Rumour has it that just one drop can - and does - change your life.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
Once the Murder Mystery nights begin, they will consist of five steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acquisition:&#039;&#039;&#039; The murder weapon is always poison, ordered as the Last Drop from the bar. (We strongly recommend placing this order in secret.) There is only ever one available; if you try to order it and don’t hear back, it is sold out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Envenomation:&#039;&#039;&#039; The poison is delivered. If you are in possession of the Last Drop, you can pass it on to someone else, or take a risk and drink it yourself. If you are poisoned, but do not wish to participate in the murder mystery night, simply hand it back to whomever handed it to you. However, if you do so, you are then forbidden from interacting with the mystery further, since you already know whodunnit. (Please hand it back covertly, so as to not spoil the mystery. If it’s not clear who gave it to you, please return it to the bar staff.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revelation:&#039;&#039;&#039; The attempt is revealed. This is done by the victim, within five minutes of being poisoned, loudly declaring “I’ve been poisoned!”. The first three people to approach the victim become the other participants in the mystery, for a total of up to five: culprit, victim, and witnesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039; The witnesses have a further five minutes to gather information. They can question other patrons, look for clues, and generally seek out ways to discover whodunnit. (Patrons, particularly the victim, can lie! However, while there may be creative ways to use Skills to help determine guilt or innocence, no method is foolproof.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declaration:&#039;&#039;&#039; After the five minutes, the witnesses must come together to declare who they believe to be the culprit. When the three have chosen, the murder mystery draws to a close, and the Bar staff declare the result. If the witnesses are correct, the prize goes to them, if not, the culprit and victim share it. (This does mean the victim is incentivised to cover up their own murder.)&lt;br /&gt;
&lt;br /&gt;
Whichever side wins, that team must decide who will drink from the Copa de Cambio. (If a decision can’t be made, it will be determined randomly from among the players who least recently did so.) They may then make a one-word wish, which the drink is known to attempt to grant. (Refs will talk to you about the mechanical implementation of this.) This is a fast, but comparatively unstable, means of [[Character Specialisation|character specialisation]], and will primarily affect your character physically or metaphysically, rather than making you better at a skill.&lt;br /&gt;
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The losing team, however, will receive Wounds as a result of the backlash from the murder being redirected towards them.&lt;/div&gt;</summary>
		<author><name>Bink</name></author>
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