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	<id>https://bw.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pufferfish</id>
	<title>Breaking Worlds - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://bw.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pufferfish"/>
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	<updated>2026-05-02T05:08:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Earth&amp;diff=1084</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Earth&amp;diff=1084"/>
		<updated>2017-11-01T16:54:54Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Elements}}&lt;br /&gt;
Spirits of Earth are patient, deliberate, and straightforward, though they may tend toward anxiety.  They have an affinity for activities that demand co-operation, planning ahead, and taking responsibility.&lt;br /&gt;
&lt;br /&gt;
Using [[Earth spells]] or binding a spirit of Earth grants powers associated with resilience and the body.  Defensive fighting and stamina are bolstered by Earth, as is resistance to mental and physical effects.&lt;br /&gt;
&lt;br /&gt;
Earth is opposed to [[Water]] and [[Wood]].  It is represented by the colours orange/brown and squares, and its totem animal is [[Totem spirits#Bear|Bear]].&lt;br /&gt;
&lt;br /&gt;
=== Principles and relationships ===&lt;br /&gt;
&lt;br /&gt;
The key attribute of Earth is &#039;&#039;&#039;constancy&#039;&#039;&#039;.  It is the element of adulthood, responsibility, and high summer.  It stands for honesty and defence - particularly the defence of a shared cause or ideal.&lt;br /&gt;
&lt;br /&gt;
Earth is allied with [[Fire]], with which it shares the attribute of &#039;&#039;&#039;strength&#039;&#039;&#039;.  However, spirits of Earth dislike the strong individualism and changeability of Fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Earth is also allied with [[Metal]], with which it shares the attribute of &#039;&#039;&#039;community&#039;&#039;&#039;.  However, spirits of Earth are not as interested in the rigid order and hierarchy of Metal as they are in the defence of the community as a whole.&lt;br /&gt;
&lt;br /&gt;
Earth is opposed to [[Water]].  Earth is a distinctly practical, physical element, while Water is much more concerned with thought and abstracts.&amp;lt;br&amp;gt;&lt;br /&gt;
Earth is also opposed to [[Wood]].  The stability and communitarianism of Earth are completely at odds with the ideals of individual growth and change that underpin Wood.&lt;br /&gt;
&lt;br /&gt;
=== Example characters ===&lt;br /&gt;
&lt;br /&gt;
Inspirations for characters aligned with Earth could be cool stoics such as Susan Sto Helit (from Discworld) or Garnet (from Steven Universe), protective leaders like Aragorn (from The Lord of the Rings and adaptations), or loyal companions such as Alfred (from Batman).&amp;lt;br&amp;gt;&lt;br /&gt;
Villains aligned with Earth are likely to stifle change or individuality.  Classic examples include repressive regimes that seek uniformity, such as the World State (from Brave New World) or The Community (from The Giver).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IC|&#039;&#039;“Troops!  Your orders are simple: you will hold the line.  Not one step back.  I don’t know what those things are, but I do know that they won’t get past &#039;&#039;us&#039;&#039;.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Captain Sarah Freestone, at the defence of Combe}}&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=844</id>
		<title>Breaking Worlds</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=844"/>
		<updated>2016-10-16T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;H4&amp;gt;Setting and System Wiki&amp;lt;/H4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
For many years, the island realm of [[Arginet]] has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the [[The Elements|elements]] and the [[ancestors]].  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as [[the Breaking]].  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
&lt;br /&gt;
As the dead [[Wights|rest uneasy]] in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
You are one such adventurer - a native of Arginet or an [[Offworlders|offworlder]] who has fallen through the rifts.  [[The Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] are on the lookout for promising recruits to aid them in their struggles, offering opportunities for the ambitious… or desperate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Overview|Follow this link for a fuller overview of the setting and system.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
The XP cap this week is 21.&lt;br /&gt;
&lt;br /&gt;
The second interactive of Breaking Worlds will be on Friday 21st October at 19:00 at the [http://www.camlarp.co.uk/Locations_We_Use#Unitarian_Church_Hall Unitarian Church Hall].&lt;br /&gt;
&lt;br /&gt;
The first linear will be on Saturday 22nd October at 13:00, at the Newnham end of Grantchester Meadows.&lt;br /&gt;
&lt;br /&gt;
The next two interactives will also be at the UCH.&lt;br /&gt;
&lt;br /&gt;
For further details on events we run, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society main society website].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
* [[Society]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Spirits]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[Rules|Rules overview]]&lt;br /&gt;
* [[Calls]]&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
* [[Items and equipment]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
|&lt;br /&gt;
* [[Character creation]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Spell list]]&lt;br /&gt;
* [[Costume]]&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=843</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=843"/>
		<updated>2016-10-16T07:19:00Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss. You may not use your downtime to take deliberate stabby action against another character (eg, an action of &amp;quot;I lurk outside Jane Doe&#039;s house and try to stab her when she leaves in the morning&amp;quot; is not allowed) although if characters come accidentally into conflict we will work with the players to resolve it.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
With the exception of Christmas, Easter and summer holidays, downtimes should be submitted (by email to larp-refs@srcf.net) by 1am on Sunday night/Monday morning. We do not guarantee responses to downtimes submitted after then.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
It is helpful to the refs if you remind us about skills and objects you have which may enhance map actions, eg Followers, Smuggling.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action. Broadly, if the expected response is &amp;quot;Noted.&amp;quot; it&#039;s a minor action. &amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week just because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=842</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=842"/>
		<updated>2016-10-15T21:11:16Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Map Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss. You may not use your downtime to take deliberate stabby action against another character (eg, an action of &amp;quot;I lurk outside Jane Doe&#039;s house and try to stab her when she leaves in the morning&amp;quot; is not allowed) although if characters come accidentally into conflict we will work with the players to resolve it.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
It is helpful to the refs if you remind us about skills and objects you have which may enhance map actions, eg Followers, Smuggling.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action. Broadly, if the expected response is &amp;quot;Noted.&amp;quot; it&#039;s a minor action. &amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week just because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=841</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=841"/>
		<updated>2016-10-15T21:09:18Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss. You may not use your downtime to take deliberate stabby action against another character (eg, an action of &amp;quot;I lurk outside Jane Doe&#039;s house and try to stab her when she leaves in the morning&amp;quot; is not allowed) although if characters come accidentally into conflict we will work with the players to resolve it.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action. Broadly, if the expected response is &amp;quot;Noted.&amp;quot; it&#039;s a minor action. &amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week just because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=840</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=840"/>
		<updated>2016-10-15T20:52:48Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Minor Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action. Broadly, if the expected response is &amp;quot;Noted.&amp;quot; it&#039;s a minor action. &amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week just because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=839</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=839"/>
		<updated>2016-10-15T20:52:12Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Minor Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week just because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=838</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=838"/>
		<updated>2016-10-15T20:52:03Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Minor Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Rules}}&lt;br /&gt;
&#039;&#039;Downtime&#039;&#039; is the name for what your character does between uptimes (interactives and linears) when you’re not actually playing them.  It is used to simulate what your character does while ‘offscreen’ and allows you to find items, learn interesting information, or alter the game world in another way.  Some [[skills]] are only useable in downtime.&lt;br /&gt;
&lt;br /&gt;
You may submit a downtime if you have played a character in an interactive or linear that week.  You do not have to submit a downtime.&lt;br /&gt;
&lt;br /&gt;
Your character cannot die in downtime without your consent as a player - but downtime actions can still cause them harm or loss.&lt;br /&gt;
&lt;br /&gt;
For ease of processing downtimes are limited to &#039;&#039;one&#039;&#039; Major Action or &#039;&#039;one&#039;&#039; Map Action, plus a few Minor Actions.&lt;br /&gt;
&lt;br /&gt;
== Major Actions ==&lt;br /&gt;
&lt;br /&gt;
These are actions which as a general rule need the Refs to interact with.&amp;lt;br&amp;gt;&lt;br /&gt;
You have a large degree of freedom when taking a Major Action, and can use a few sentences if necessary to describe your goals and method.  Example major actions might involve:&lt;br /&gt;
* in-depth research on a particular spirit or individual&lt;br /&gt;
* attempting to sway a major NPC&lt;br /&gt;
* infiltrating a secret organisation&lt;br /&gt;
* organising a heist&lt;br /&gt;
... and many more.  Note that some skills, such as [[Evoker skills#Greater Artifice|Greater Artifice]], require a Major Action if you use them in downtime.&lt;br /&gt;
&lt;br /&gt;
Your IC choices and what skills you have may also influence the effects of Major Actions - for example a character who has experience in [[General skills#Smuggling|smuggling]] or who is enchanted with the [[Spell list#Second Circle Water spells|Rite of Concealment]] would be more likely to succeed in sneaking about unnoticed.  If you have [[General skills#Followers|followers]], they can assist you in your actions where appropriate.&lt;br /&gt;
&lt;br /&gt;
Normally you can only undertake a Major Action in or near [[Fiveways]].  However, it is sometimes possible to call in a &#039;&#039;favour&#039;&#039; to travel (usually by horse or coach) to [[Geography|another part]] of [[Arginet]] during the week.  [[Factions]] may sometimes arrange this for members, and you can also get favours from the [[General skills#Excellent Connections|Excellent Connections]] skill.&lt;br /&gt;
&lt;br /&gt;
Major Actions are intended for more complex actions with a narrower focus than Map Actions.&lt;br /&gt;
&lt;br /&gt;
== Map Actions ==&lt;br /&gt;
&lt;br /&gt;
These are a straightforward way of interacting with the area around [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The [[:File:DowntimeMap.jpg|downtime map]] is conveniently divided into hexes about five miles across.  For a Map Action you must pick a hex on the map - this should ideally be with a grid reference, although we will do our best to match a description such as ‘Stow Chine’, ‘the place we had the linear’, ‘east of the town’ - and choose one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Find general information about sites that can be visited or exploited.&lt;br /&gt;
* &#039;&#039;&#039;Forage:&#039;&#039;&#039; Search for resources that don’t require a fight.&lt;br /&gt;
* &#039;&#039;&#039;Raid:&#039;&#039;&#039; Fight or threaten, either for resources or to achieve another objective.&lt;br /&gt;
* &#039;&#039;&#039;Investigate:&#039;&#039;&#039; Find information about people and events (including other PCs).&lt;br /&gt;
* &#039;&#039;&#039;Influence:&#039;&#039;&#039; Sway the opinions of people in the area.&lt;br /&gt;
You can specify the target or goal of an action - for instance ‘Raid: I attack the bandit camp with my retinue’, or ‘Forage: I look for people selling rare animals’ - and this will generally help us determine the outcome.&lt;br /&gt;
&lt;br /&gt;
If you have [[General skills#Followers|followers]], they can assist you in any of these actions; followers can have a bonus to any one action type, chosen at the time you take the skill.  Your IC choices and what skills you have may also influence the effects of Map Actions - for example a healer would be more likely to find [[Items and equipment#Reagents|reagents]] when Foraging.&lt;br /&gt;
&lt;br /&gt;
Map Actions are intended for actions with a broader scope but less complexity than Major Actions.  If you are undertaking an action inside the town of Fiveways, you should generally use a Major Action.&lt;br /&gt;
&lt;br /&gt;
== Minor Actions ==&lt;br /&gt;
&lt;br /&gt;
These are small things you did in the week that don’t need a detailed response from refs but which are useful for us to know and may flavour your downtime response.  Some examples are:&lt;br /&gt;
* ‘I pray to Bear at Reachgate’&lt;br /&gt;
* ‘I get thoroughly drunk for my friend’s birthday’&lt;br /&gt;
* ‘I go and get my wounds healed’&lt;br /&gt;
* ‘I spend 32 SD on reagents in the market’&lt;br /&gt;
... the list goes on.&lt;br /&gt;
&lt;br /&gt;
If something requires a detailed ref response (such as talking to a particular NPC) you should consider making it a Major Action.&amp;lt;br&amp;gt;&lt;br /&gt;
You can take Minor Actions in addition to a Major or Map Action.  However, as the refs only have so much time, we request that you have no more than five Minor Actions per downtime and please don&#039;t make it up to five every week because you can!&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Law&amp;diff=829</id>
		<title>Law</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Law&amp;diff=829"/>
		<updated>2016-10-13T11:34:47Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* Officers of the law */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Society}}&lt;br /&gt;
[[Arginet|Arginese]] law is set out by the Royal Council in the interests of maintaining an orderly [[society]].  It is based not on precedent but on statute and principles - each case is considered on its own merits.&lt;br /&gt;
&lt;br /&gt;
== Officers of the law ==&lt;br /&gt;
&lt;br /&gt;
The law is applied by the magistrates or reeves, officials who are present in every town and city as well as making circuits of the countryside; they wear the symbol of an open eye as a mark of their position.  They are selected by the Crown and are known to be scrupulously impartial.&lt;br /&gt;
&lt;br /&gt;
Many places - including [[Fiveways]] - have a watch who are authorised to enforce the law and to bring suspects before the magistrates.  These people are organised locally and usually not trained to such a high standard.&lt;br /&gt;
&lt;br /&gt;
The Watch in Fiveways can be recognised by their red and dark blue quartered uniforms, typically tabards or sashes.&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
Both criminal and civil trials are conducted by the magistrates.&lt;br /&gt;
&lt;br /&gt;
=== Criminal trials ===&lt;br /&gt;
&lt;br /&gt;
At the start of a trial the accuser (who may be a watch officer or the magistrate themselves) reads the charges against the accused.  The accused then has the option to plead guilty or not guilty; if the former, a lighter sentence is often (though not always) applied, and if the latter, the magistrate will begin questioning to determine guilt.&lt;br /&gt;
&lt;br /&gt;
The accused is expected to speak for themselves, and has no right to silence.  The magistrate will take the statements of the accused into account, and may also call and question witnesses and request other forms of evidence.  The accused may be found guilty of a lesser offence (for example, a murder trial may result in the accused being found guilty of manslaughter or assault).&lt;br /&gt;
&lt;br /&gt;
It should be noted that threatening to take any action is not a crime initself - but is likely to be considered evidence of guilt.&lt;br /&gt;
&lt;br /&gt;
==== List of offences ====&lt;br /&gt;
&lt;br /&gt;
Arginese law recognises the following as criminal offences:&lt;br /&gt;
* &#039;&#039;&#039;Treason&#039;&#039;&#039; - Aiding or engaging in hostilities against the nation or [[the Crown]].&lt;br /&gt;
* &#039;&#039;&#039;Sacrilege&#039;&#039;&#039; - Deliberately destroying, damaging, or trapping a soul.&lt;br /&gt;
* &#039;&#039;&#039;Murder&#039;&#039;&#039; - Deliberately causing the death of another person.&lt;br /&gt;
* &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; - Causing the death of another person without intent to kill.&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039; - Unlawfully striking another person.  (Striking in self-defence or in a consensual duel is considered lawful.)&lt;br /&gt;
* &#039;&#039;&#039;Poisoning&#039;&#039;&#039; - Introducing a substance or effect to another person with intent to harm them.&lt;br /&gt;
* &#039;&#039;&#039;Slavery&#039;&#039;&#039; - Unlawfully depriving another person of their liberty.&lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039; - Taking the property of another person without permission or intention to return it.&lt;br /&gt;
* &#039;&#039;&#039;Handling stolen goods&#039;&#039;&#039; - Receiving or disposing of goods with the knowledge or belief that they are stolen.&lt;br /&gt;
* &#039;&#039;&#039;Counterfeiting&#039;&#039;&#039; - Falsifying or unlawfully creating or changing legal documents or tender.&lt;br /&gt;
* &#039;&#039;&#039;Criminal damage&#039;&#039;&#039; - Unlawfully damaging or destroying the property of another person.&lt;br /&gt;
* &#039;&#039;&#039;Contempt of court&#039;&#039;&#039; - Disrupting the operation of the law.&lt;br /&gt;
&lt;br /&gt;
==== List of punishments ====&lt;br /&gt;
&lt;br /&gt;
A number of sentences may be given by the magistrates.  Note that any punishment may be applied for any crime.&lt;br /&gt;
* &#039;&#039;&#039;Fine&#039;&#039;&#039; - A payment of money to the victim, the court, or both.&lt;br /&gt;
* &#039;&#039;&#039;Bonded service&#039;&#039;&#039; - Undertaking a period of service, under specific conditions, to the victim or the court.&lt;br /&gt;
* &#039;&#039;&#039;Maiming&#039;&#039;&#039; - Branding or amputating a body part, sometimes with limits imposed on regenerating it.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039; - The ultimate penalty, only used for very serious crimes.&lt;br /&gt;
* &#039;&#039;&#039;Imprisonment&#039;&#039;&#039; - This is very rarely used except for short periods; the current state of emergency caused by [[the Breaking]] means that keeping people idle in gaol is considered wasteful.&lt;br /&gt;
&lt;br /&gt;
=== Civil trials ===&lt;br /&gt;
&lt;br /&gt;
People who have a disagreement and are unable to resolve it may call for a magistrate to judge the issue.  Trivial cases may be dismissed by the court - instead this option is used for serious matters such as fraud or disputes over contracts and feudal duties.&lt;br /&gt;
&lt;br /&gt;
The plaintiff and defendant are given a short space of time by the magistrate to argue their cases and present evidence.  The presiding magistrate will then issue a judgement (unless they explicitly choose to reserve judgement) and may give an order that is legally binding on both parties.&lt;br /&gt;
&lt;br /&gt;
== Unresolved legal issues ==&lt;br /&gt;
&lt;br /&gt;
Until recently the only statute specifically dealing with [[ancestors]] and other [[spirits]] was the crime of sacrilege.  However, [[the Breaking]] has led to ancestors returning as [[wights]] and to the physical manifestation of spirits in the mortal world.  Are these entities persons under Arginese law?  So far no ruling has been made, and different groups continue to agitate for a clear ‘yes’ or ‘no’ from the Royal Council.&lt;br /&gt;
&lt;br /&gt;
[[The Noble Houses]] have a particular interest in this matter as their traditions of [[The Noble Houses marriage and inheritance|inheritance]] have been thrown into disarray with the dead returning to life.  More than a few families have already become divided over this matter of jurisprudence...&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=542</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=542"/>
		<updated>2016-10-03T08:49:33Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play [[Breaking Worlds]], you take on the role of a character within the setting - an adventurer in the town of [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of character you play is up to you.  You can be a soldier or a pacifist, a priest or a scholar, a revolutionary or a reactionary, and many more things besides.  We encourage you to use your imagination and consider what you will have the most fun playing.&lt;br /&gt;
&lt;br /&gt;
It is important to think about how your character fits into the setting of Breaking Worlds, and what abilities you want them to have.&amp;lt;br&amp;gt;With this in mind we have created a guide here to creating a character for the game.  If you are new to LARP, we recommend going through it in order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an origin ===&lt;br /&gt;
&lt;br /&gt;
Every journey starts somewhere.  Player characters in Breaking Worlds were all at least born human, but they can have any of the following origins:&lt;br /&gt;
* [[Arginet|Arginese]] - your character is from the realm of Arginet, the main setting of Breaking Worlds.  They might be from [[Fiveways]] or further afield; have a look at the pages on [[geography]] if you want to explore some possibilities.&lt;br /&gt;
* [[Foreign nations|Foreign]] - your character is from another nation in the world of Arginet.  You should choose one of the countries linked from the foreign nations page.&lt;br /&gt;
* [[Offworlders|Offworld]] - your character was born in another world and has come to Arginet through a [[The Breaking|mysterious rift]] in the last few months.  There are many possibilities for what their homeworld was like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a nature ===&lt;br /&gt;
&lt;br /&gt;
Despite their beginnings, not all characters in Breaking Worlds have remained fully human.  Your character may be any of the following:&lt;br /&gt;
* [[Humans|Human]] - a living, breathing mortal without any special magical nature.&lt;br /&gt;
* [[Fay]] - a human who has become suffused with [[The Elements|elemental]] influence, changing their personality and appearance.  In Arginet this is traditionally associated with the [[Social class|nobility]] although any native of the world the characters live in can be fay.  Offworlders may not start play as fay.&lt;br /&gt;
*[[Wights|Wight]] - a human or fay who has died and returned to life as their [[Ancestors|spirit]] has reanimated their corpse.  Wights have only started to appear in the few months since [[the Breaking]] began.&lt;br /&gt;
If a living character dies in play and their body is safe, the refs may allow them to return as a wight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an affiliation ===&lt;br /&gt;
&lt;br /&gt;
People are often drawn to causes or identities bigger than themselves.  Breaking Worlds supports, but does not require, characters taking sides in the conflicts of the setting.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese, they &#039;&#039;may&#039;&#039; start as a full member of one of the three main political [[factions]]:&lt;br /&gt;
* [[The Noble Houses]] - the old feudal nobility, internally competitive but united in defending the status quo.&lt;br /&gt;
* [[The Royal Armies]] - loyal only to [[the Crown]] and to each other, determined to strengthen and protect the nation by any means.&lt;br /&gt;
* [[The Reform Coalition]] - a fractious assortment of reformers and revolutionaries seeking to build a new social order.&lt;br /&gt;
All three of these factions are active throughout the country and have substantial resources at their disposal.  However, they demand loyalty from their members and will not hesitate punish backsliding.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese or from a foreign nation, they &#039;&#039;may&#039;&#039; start as a member of a minor faction or organisation.  This could be a [[Animist orders|religious order]], a guild, a diplomatic mission, or any number of other groups.  Feel free to make up your own - although minor factions like these won&#039;t be able to provide material support in the same way as the big three, they give your character more freedom and form a part of their identity within the world.&lt;br /&gt;
&lt;br /&gt;
You can also play a character who is completely independent.  They could have joined the adventurers for personal gain, excitement, curiosity, or even by accident.  If your character is from offworld, they must start as independent.&lt;br /&gt;
&lt;br /&gt;
It is possible to join or leave factions during play, regardless of your character’s origin.  Bear in mind, however, that there may be in-character conditions or consequences for doing so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a class ===&lt;br /&gt;
&lt;br /&gt;
Everyone has something they’re particularly good at.  In Breaking Worlds characters may belong to any one of three classes:&lt;br /&gt;
* [[Warrior skills|Warrior]] - a fighter trained with weapons and armour, capable of dealing and taking serious damage.&lt;br /&gt;
* [[Channeller skills|Channeller]] - a [[Channelling|magician]] who can use raw [[The Elements|elemental]] power to fight, heal, and manipulate the world around them.&lt;br /&gt;
* [[Evoker skills|Evoker]] - a mystic who summons and bargains with spirits to gain new powers and create magic items.&lt;br /&gt;
&lt;br /&gt;
Each character gets the starting skill from their class for free, and has a slight bonus applicable to skills from their class.  Although you can always buy skills from other classes as well as [[general skills]], it is not possible to change your class in play.&lt;br /&gt;
&lt;br /&gt;
You can start without a class if you only buy general skills and do not have any class skills.  You may choose a class in any future downtime, and if and when you do so you immediately get its starting skill for free - but until that point, you may not buy any class skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose skills ===&lt;br /&gt;
&lt;br /&gt;
The abilities of a character within the framework of the rules are defined by their [[skills]].  These are intended not to be restrictive, but to keep gameplay fair and balanced.  Combat, magic, healing, and downtime abilities are the areas where your character’s skills are most important.&lt;br /&gt;
* All characters start with some basic combat and healing abilities, described on the [[starting abilities]] page.  Note that wights have slightly different abilities to living characters - they cannot bind spirits without training, but are slightly more resilient.&lt;br /&gt;
* You get the starting skill for your class for free.&lt;br /&gt;
* You may spend experience points (XP) to buy more skills.&lt;br /&gt;
* Characters start with 20 XP.  You need not spend this all at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a name ===&lt;br /&gt;
&lt;br /&gt;
The name of your character can say a lot about them.  The page on [[names]] describes naming traditions in Arginet and other nations - we encourage you to use it as a guide, though you should remember that the choice of name is really up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
An optional, short summary of your character&#039;s life up to now, particularly concentrating on what made them who they are, what drives them, and if there are any particular goals they are aiming to achieve. Please keep it concise! &lt;br /&gt;
&lt;br /&gt;
This is also the place to tell us how much you want us to interact with your background. Would you rather be left alone to roleplay around it in peace? Do you actively enjoy having past poor life choices come back to haunt you in play? Let us know; we can&#039;t guarantee anything, but we&#039;ll try our best to please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character advancement ===&lt;br /&gt;
&lt;br /&gt;
Throughout the course of the game, your character will make discoveries, gain friends (and probably enemies), and learn new powers.  To represent their abilities developing over time, you get additional XP to spend on their skills.&lt;br /&gt;
* You gain 3 XP for every week in which you play a character at a game or in which you crew or monster a game.&lt;br /&gt;
* You may spend XP from your pool on a character you play.&lt;br /&gt;
* There is a limit on the XP level of a character.  The maximum XP for any character  starts at 20 XP and increases by 1 XP at the end of each week.&lt;br /&gt;
If you play or crew every week, you will gain XP faster than you can spend it on any one character.  This is a deliberate choice intended to make it easier for players whose characters die or retire during the game, or who are only able to attend occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Submission ===&lt;br /&gt;
&lt;br /&gt;
Please email character writeups to larp-refs@srcf.net .&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=541</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=541"/>
		<updated>2016-10-03T08:49:09Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play [[Breaking Worlds]], you take on the role of a character within the setting - an adventurer in the town of [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of character you play is up to you.  You can be a soldier or a pacifist, a priest or a scholar, a revolutionary or a reactionary, and many more things besides.  We encourage you to use your imagination and consider what you will have the most fun playing.&lt;br /&gt;
&lt;br /&gt;
It is important to think about how your character fits into the setting of Breaking Worlds, and what abilities you want them to have.&amp;lt;br&amp;gt;With this in mind we have created a guide here to creating a character for the game.  If you are new to LARP, we recommend going through it in order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an origin ===&lt;br /&gt;
&lt;br /&gt;
Every journey starts somewhere.  Player characters in Breaking Worlds were all at least born human, but they can have any of the following origins:&lt;br /&gt;
* [[Arginet|Arginese]] - your character is from the realm of Arginet, the main setting of Breaking Worlds.  They might be from [[Fiveways]] or further afield; have a look at the pages on [[geography]] if you want to explore some possibilities.&lt;br /&gt;
* [[Foreign nations|Foreign]] - your character is from another nation in the world of Arginet.  You should choose one of the countries linked from the foreign nations page.&lt;br /&gt;
* [[Offworlders|Offworld]] - your character was born in another world and has come to Arginet through a [[The Breaking|mysterious rift]] in the last few months.  There are many possibilities for what their homeworld was like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a nature ===&lt;br /&gt;
&lt;br /&gt;
Despite their beginnings, not all characters in Breaking Worlds have remained fully human.  Your character may be any of the following:&lt;br /&gt;
* [[Humans|Human]] - a living, breathing mortal without any special magical nature.&lt;br /&gt;
* [[Fay]] - a human who has become suffused with [[The Elements|elemental]] influence, changing their personality and appearance.  In Arginet this is traditionally associated with the [[Social class|nobility]] although any native of the world the characters live in can be fay.  Offworlders may not start play as fay.&lt;br /&gt;
*[[Wights|Wight]] - a human or fay who has died and returned to life as their [[Ancestors|spirit]] has reanimated their corpse.  Wights have only started to appear in the few months since [[the Breaking]] began.&lt;br /&gt;
If a living character dies in play and their body is safe, the refs may allow them to return as a wight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an affiliation ===&lt;br /&gt;
&lt;br /&gt;
People are often drawn to causes or identities bigger than themselves.  Breaking Worlds supports, but does not require, characters taking sides in the conflicts of the setting.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese, they &#039;&#039;may&#039;&#039; start as a full member of one of the three main political [[factions]]:&lt;br /&gt;
* [[The Noble Houses]] - the old feudal nobility, internally competitive but united in defending the status quo.&lt;br /&gt;
* [[The Royal Armies]] - loyal only to [[the Crown]] and to each other, determined to strengthen and protect the nation by any means.&lt;br /&gt;
* [[The Reform Coalition]] - a fractious assortment of reformers and revolutionaries seeking to build a new social order.&lt;br /&gt;
All three of these factions are active throughout the country and have substantial resources at their disposal.  However, they demand loyalty from their members and will not hesitate punish backsliding.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese or from a foreign nation, they &#039;&#039;may&#039;&#039; start as a member of a minor faction or organisation.  This could be a [[Animist orders|religious order]], a guild, a diplomatic mission, or any number of other groups.  Feel free to make up your own - although minor factions like these won&#039;t be able to provide material support in the same way as the big three, they give your character more freedom and form a part of their identity within the world.&lt;br /&gt;
&lt;br /&gt;
You can also play a character who is completely independent.  They could have joined the adventurers for personal gain, excitement, curiosity, or even by accident.  If your character is from offworld, they must start as independent.&lt;br /&gt;
&lt;br /&gt;
It is possible to join or leave factions during play, regardless of your character’s origin.  Bear in mind, however, that there may be in-character conditions or consequences for doing so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a class ===&lt;br /&gt;
&lt;br /&gt;
Everyone has something they’re particularly good at.  In Breaking Worlds characters may belong to any one of three classes:&lt;br /&gt;
* [[Warrior skills|Warrior]] - a fighter trained with weapons and armour, capable of dealing and taking serious damage.&lt;br /&gt;
* [[Channeller skills|Channeller]] - a [[Channelling|magician]] who can use raw [[The Elements|elemental]] power to fight, heal, and manipulate the world around them.&lt;br /&gt;
* [[Evoker skills|Evoker]] - a mystic who summons and bargains with spirits to gain new powers and create magic items.&lt;br /&gt;
&lt;br /&gt;
Each character gets the starting skill from their class for free, and has a slight bonus applicable to skills from their class.  Although you can always buy skills from other classes as well as [[general skills]], it is not possible to change your class in play.&lt;br /&gt;
&lt;br /&gt;
You can start without a class if you only buy general skills and do not have any class skills.  You may choose a class in any future downtime, and if and when you do so you immediately get its starting skill for free - but until that point, you may not buy any class skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose skills ===&lt;br /&gt;
&lt;br /&gt;
The abilities of a character within the framework of the rules are defined by their [[skills]].  These are intended not to be restrictive, but to keep gameplay fair and balanced.  Combat, magic, healing, and downtime abilities are the areas where your character’s skills are most important.&lt;br /&gt;
* All characters start with some basic combat and healing abilities, described on the [[starting abilities]] page.  Note that wights have slightly different abilities to living characters - they cannot bind spirits without training, but are slightly more resilient.&lt;br /&gt;
* You get the starting skill for your class for free.&lt;br /&gt;
* You may spend experience points (XP) to buy more skills.&lt;br /&gt;
* Characters start with 20 XP.  You need not spend this all at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a name ===&lt;br /&gt;
&lt;br /&gt;
The name of your character can say a lot about them.  The page on [[names]] describes naming traditions in Arginet and other nations - we encourage you to use it as a guide, though you should remember that the choice of name is really up to you.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
&lt;br /&gt;
An optional, short summary of your character&#039;s life up to now, particularly concentrating on what made them who they are, what drives them, and if there are any particular goals they are aiming to achieve. Please keep it concise! &lt;br /&gt;
&lt;br /&gt;
This is also the place to tell us how much you want us to interact with your background. Would you rather be left alone to roleplay around it in peace? Do you actively enjoy having past poor life choices come back to haunt you in play? Let us know; we can&#039;t guarantee anything, but we&#039;ll try our best to please.&lt;br /&gt;
&lt;br /&gt;
=== Character advancement ===&lt;br /&gt;
&lt;br /&gt;
Throughout the course of the game, your character will make discoveries, gain friends (and probably enemies), and learn new powers.  To represent their abilities developing over time, you get additional XP to spend on their skills.&lt;br /&gt;
* You gain 3 XP for every week in which you play a character at a game or in which you crew or monster a game.&lt;br /&gt;
* You may spend XP from your pool on a character you play.&lt;br /&gt;
* There is a limit on the XP level of a character.  The maximum XP for any character  starts at 20 XP and increases by 1 XP at the end of each week.&lt;br /&gt;
If you play or crew every week, you will gain XP faster than you can spend it on any one character.  This is a deliberate choice intended to make it easier for players whose characters die or retire during the game, or who are only able to attend occasionally.&lt;br /&gt;
&lt;br /&gt;
=== Character Submission ===&lt;br /&gt;
&lt;br /&gt;
Please email character writeups to larp-refs@srcf.net .&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=540</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=540"/>
		<updated>2016-10-03T08:38:13Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play [[Breaking Worlds]], you take on the role of a character within the setting - an adventurer in the town of [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of character you play is up to you.  You can be a soldier or a pacifist, a priest or a scholar, a revolutionary or a reactionary, and many more things besides.  We encourage you to use your imagination and consider what you will have the most fun playing.&lt;br /&gt;
&lt;br /&gt;
It is important to think about how your character fits into the setting of Breaking Worlds, and what abilities you want them to have.&amp;lt;br&amp;gt;With this in mind we have created a guide here to creating a character for the game.  If you are new to LARP, we recommend going through it in order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an origin ===&lt;br /&gt;
&lt;br /&gt;
Every journey starts somewhere.  Player characters in Breaking Worlds were all at least born human, but they can have any of the following origins:&lt;br /&gt;
* [[Arginet|Arginese]] - your character is from the realm of Arginet, the main setting of Breaking Worlds.  They might be from [[Fiveways]] or further afield; have a look at the pages on [[geography]] if you want to explore some possibilities.&lt;br /&gt;
* [[Foreign nations|Foreign]] - your character is from another nation in the world of Arginet.  You should choose one of the countries linked from the foreign nations page.&lt;br /&gt;
* [[Offworlders|Offworld]] - your character was born in another world and has come to Arginet through a [[The Breaking|mysterious rift]] in the last few months.  There are many possibilities for what their homeworld was like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a nature ===&lt;br /&gt;
&lt;br /&gt;
Despite their beginnings, not all characters in Breaking Worlds have remained fully human.  Your character may be any of the following:&lt;br /&gt;
* [[Humans|Human]] - a living, breathing mortal without any special magical nature.&lt;br /&gt;
* [[Fay]] - a human who has become suffused with [[The Elements|elemental]] influence, changing their personality and appearance.  In Arginet this is traditionally associated with the [[Social class|nobility]] although any native of the world the characters live in can be fay.  Offworlders may not start play as fay.&lt;br /&gt;
*[[Wights|Wight]] - a human or fay who has died and returned to life as their [[Ancestors|spirit]] has reanimated their corpse.  Wights have only started to appear in the few months since [[the Breaking]] began.&lt;br /&gt;
If a living character dies in play and their body is safe, the refs may allow them to return as a wight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an affiliation ===&lt;br /&gt;
&lt;br /&gt;
People are often drawn to causes or identities bigger than themselves.  Breaking Worlds supports, but does not require, characters taking sides in the conflicts of the setting.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese, they &#039;&#039;may&#039;&#039; start as a full member of one of the three main political [[factions]]:&lt;br /&gt;
* [[The Noble Houses]] - the old feudal nobility, internally competitive but united in defending the status quo.&lt;br /&gt;
* [[The Royal Armies]] - loyal only to [[the Crown]] and to each other, determined to strengthen and protect the nation by any means.&lt;br /&gt;
* [[The Reform Coalition]] - a fractious assortment of reformers and revolutionaries seeking to build a new social order.&lt;br /&gt;
All three of these factions are active throughout the country and have substantial resources at their disposal.  However, they demand loyalty from their members and will not hesitate punish backsliding.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese or from a foreign nation, they &#039;&#039;may&#039;&#039; start as a member of a minor faction or organisation.  This could be a [[Animist orders|religious order]], a guild, a diplomatic mission, or any number of other groups.  Feel free to make up your own - although minor factions like these won&#039;t be able to provide material support in the same way as the big three, they give your character more freedom and form a part of their identity within the world.&lt;br /&gt;
&lt;br /&gt;
You can also play a character who is completely independent.  They could have joined the adventurers for personal gain, excitement, curiosity, or even by accident.  If your character is from offworld, they must start as independent.&lt;br /&gt;
&lt;br /&gt;
It is possible to join or leave factions during play, regardless of your character’s origin.  Bear in mind, however, that there may be in-character conditions or consequences for doing so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a class ===&lt;br /&gt;
&lt;br /&gt;
Everyone has something they’re particularly good at.  In Breaking Worlds characters may belong to any one of three classes:&lt;br /&gt;
* [[Warrior skills|Warrior]] - a fighter trained with weapons and armour, capable of dealing and taking serious damage.&lt;br /&gt;
* [[Channeller skills|Channeller]] - a [[Channelling|magician]] who can use raw [[The Elements|elemental]] power to fight, heal, and manipulate the world around them.&lt;br /&gt;
* [[Evoker skills|Evoker]] - a mystic who summons and bargains with spirits to gain new powers and create magic items.&lt;br /&gt;
&lt;br /&gt;
Each character gets the starting skill from their class for free, and has a slight bonus applicable to skills from their class.  Although you can always buy skills from other classes as well as [[general skills]], it is not possible to change your class in play.&lt;br /&gt;
&lt;br /&gt;
You can start without a class if you only buy general skills and do not have any class skills.  You may choose a class in any future downtime, and if and when you do so you immediately get its starting skill for free - but until that point, you may not buy any class skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose skills ===&lt;br /&gt;
&lt;br /&gt;
The abilities of a character within the framework of the rules are defined by their [[skills]].  These are intended not to be restrictive, but to keep gameplay fair and balanced.  Combat, magic, healing, and downtime abilities are the areas where your character’s skills are most important.&lt;br /&gt;
* All characters start with some basic combat and healing abilities, described on the [[starting abilities]] page.  Note that wights have slightly different abilities to living characters - they cannot bind spirits without training, but are slightly more resilient.&lt;br /&gt;
* You get the starting skill for your class for free.&lt;br /&gt;
* You may spend experience points (XP) to buy more skills.&lt;br /&gt;
* Characters start with 20 XP.  You need not spend this all at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a name ===&lt;br /&gt;
&lt;br /&gt;
The name of your character can say a lot about them.  The page on [[names]] describes naming traditions in Arginet and other nations - we encourage you to use it as a guide, though you should remember that the choice of name is really up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character advancement ===&lt;br /&gt;
&lt;br /&gt;
Throughout the course of the game, your character will make discoveries, gain friends (and probably enemies), and learn new powers.  To represent their abilities developing over time, you get additional XP to spend on their skills.&lt;br /&gt;
* You gain 3 XP for every week in which you play a character at a game or in which you crew or monster a game.&lt;br /&gt;
* You may spend XP from your pool on a character you play.&lt;br /&gt;
* There is a limit on the XP level of a character.  The maximum XP for any character  starts at 20 XP and increases by 1 XP at the end of each week.&lt;br /&gt;
If you play or crew every week, you will gain XP faster than you can spend it on any one character.  This is a deliberate choice intended to make it easier for players whose characters die or retire during the game, or who are only able to attend occasionally.&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=539</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=539"/>
		<updated>2016-10-03T08:37:34Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play [[Breaking Worlds]], you take on the role of a character within the setting - an adventurer in the town of [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of character you play is up to you.  You can be a soldier or a pacifist, a priest or a scholar, a revolutionary or a reactionary, and many more things besides.  We encourage you to use your imagination and consider what you will have the most fun playing.&lt;br /&gt;
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It is important to think about how your character fits into the setting of Breaking Worlds, and what abilities you want them to have.&amp;lt;br&amp;gt;With this in mind we have created a guide here to creating a character for the game.  If you are new to LARP, we recommend going through it in order.&lt;br /&gt;
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=== Choose an origin ===&lt;br /&gt;
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Every journey starts somewhere.  Player characters in Breaking Worlds were all at least born human, but they can have any of the following origins:&lt;br /&gt;
* [[Arginet|Arginese]] - your character is from the realm of Arginet, the main setting of Breaking Worlds.  They might be from [[Fiveways]] or further afield; have a look at the pages on [[geography]] if you want to explore some possibilities.&lt;br /&gt;
* [[Foreign nations|Foreign]] - your character is from another nation in the world of Arginet.  You should choose one of the countries linked from the foreign nations page.&lt;br /&gt;
* [[Offworlders|Offworld]] - your character was born in another world and has come to Arginet through a [[The Breaking|mysterious rift]] in the last few months.  There are many possibilities for what their homeworld was like.&lt;br /&gt;
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=== Choose a nature ===&lt;br /&gt;
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Despite their beginnings, not all characters in Breaking Worlds have remained fully human.  Your character may be any of the following:&lt;br /&gt;
* [[Humans|Human]] - a living, breathing mortal without any special magical nature.&lt;br /&gt;
* [[Fay]] - a human who has become suffused with [[The Elements|elemental]] influence, changing their personality and appearance.  In Arginet this is traditionally associated with the [[Social class|nobility]] although any Arginese native can be fay.  Offworlders may not start play as fay.&lt;br /&gt;
*[[Wights|Wight]] - a human or fay who has died and returned to life as their [[Ancestors|spirit]] has reanimated their corpse.  Wights have only started to appear in the few months since [[the Breaking]] began.&lt;br /&gt;
If a living character dies in play and their body is safe, the refs may allow them to return as a wight.&lt;br /&gt;
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=== Choose an affiliation ===&lt;br /&gt;
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People are often drawn to causes or identities bigger than themselves.  Breaking Worlds supports, but does not require, characters taking sides in the conflicts of the setting.&lt;br /&gt;
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If your character is Arginese, they &#039;&#039;may&#039;&#039; start as a full member of one of the three main political [[factions]]:&lt;br /&gt;
* [[The Noble Houses]] - the old feudal nobility, internally competitive but united in defending the status quo.&lt;br /&gt;
* [[The Royal Armies]] - loyal only to [[the Crown]] and to each other, determined to strengthen and protect the nation by any means.&lt;br /&gt;
* [[The Reform Coalition]] - a fractious assortment of reformers and revolutionaries seeking to build a new social order.&lt;br /&gt;
All three of these factions are active throughout the country and have substantial resources at their disposal.  However, they demand loyalty from their members and will not hesitate punish backsliding.&lt;br /&gt;
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If your character is Arginese or from a foreign nation, they &#039;&#039;may&#039;&#039; start as a member of a minor faction or organisation.  This could be a [[Animist orders|religious order]], a guild, a diplomatic mission, or any number of other groups.  Feel free to make up your own - although minor factions like these won&#039;t be able to provide material support in the same way as the big three, they give your character more freedom and form a part of their identity within the world.&lt;br /&gt;
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You can also play a character who is completely independent.  They could have joined the adventurers for personal gain, excitement, curiosity, or even by accident.  If your character is from offworld, they must start as independent.&lt;br /&gt;
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It is possible to join or leave factions during play, regardless of your character’s origin.  Bear in mind, however, that there may be in-character conditions or consequences for doing so...&lt;br /&gt;
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=== Choose a class ===&lt;br /&gt;
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Everyone has something they’re particularly good at.  In Breaking Worlds characters may belong to any one of three classes:&lt;br /&gt;
* [[Warrior skills|Warrior]] - a fighter trained with weapons and armour, capable of dealing and taking serious damage.&lt;br /&gt;
* [[Channeller skills|Channeller]] - a [[Channelling|magician]] who can use raw [[The Elements|elemental]] power to fight, heal, and manipulate the world around them.&lt;br /&gt;
* [[Evoker skills|Evoker]] - a mystic who summons and bargains with spirits to gain new powers and create magic items.&lt;br /&gt;
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Each character gets the starting skill from their class for free, and has a slight bonus applicable to skills from their class.  Although you can always buy skills from other classes as well as [[general skills]], it is not possible to change your class in play.&lt;br /&gt;
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You can start without a class if you only buy general skills and do not have any class skills.  You may choose a class in any future downtime, and if and when you do so you immediately get its starting skill for free - but until that point, you may not buy any class skills.&lt;br /&gt;
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=== Choose skills ===&lt;br /&gt;
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The abilities of a character within the framework of the rules are defined by their [[skills]].  These are intended not to be restrictive, but to keep gameplay fair and balanced.  Combat, magic, healing, and downtime abilities are the areas where your character’s skills are most important.&lt;br /&gt;
* All characters start with some basic combat and healing abilities, described on the [[starting abilities]] page.  Note that wights have slightly different abilities to living characters - they cannot bind spirits without training, but are slightly more resilient.&lt;br /&gt;
* You get the starting skill for your class for free.&lt;br /&gt;
* You may spend experience points (XP) to buy more skills.&lt;br /&gt;
* Characters start with 20 XP.  You need not spend this all at character creation.&lt;br /&gt;
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=== Choose a name ===&lt;br /&gt;
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The name of your character can say a lot about them.  The page on [[names]] describes naming traditions in Arginet and other nations - we encourage you to use it as a guide, though you should remember that the choice of name is really up to you.&lt;br /&gt;
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=== Character advancement ===&lt;br /&gt;
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Throughout the course of the game, your character will make discoveries, gain friends (and probably enemies), and learn new powers.  To represent their abilities developing over time, you get additional XP to spend on their skills.&lt;br /&gt;
* You gain 3 XP for every week in which you play a character at a game or in which you crew or monster a game.&lt;br /&gt;
* You may spend XP from your pool on a character you play.&lt;br /&gt;
* There is a limit on the XP level of a character.  The maximum XP for any character  starts at 20 XP and increases by 1 XP at the end of each week.&lt;br /&gt;
If you play or crew every week, you will gain XP faster than you can spend it on any one character.  This is a deliberate choice intended to make it easier for players whose characters die or retire during the game, or who are only able to attend occasionally.&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies&amp;diff=519</id>
		<title>The Royal Armies</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies&amp;diff=519"/>
		<updated>2016-10-02T21:23:50Z</updated>

		<summary type="html">&lt;p&gt;Pufferfish: /* What the Armies will never do */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For most of its recent history [[Arginet]] was at peace, broken only by a few minor [[Foreign nations|overseas]] campaigns and the occasional case of bandits, and as a result its standing armies were rather distant from the political spotlight.  [[The Breaking]] has changed all that.  Now that skirmishes with interplanar beasts are a common occurrence, generals are as likely as dukes to hold the attention of the crown, and both military spending and recruitment are at all-time highs.&lt;br /&gt;
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The Royal Armies are among the most meritocratic institutions in Arginet.  Having the money or connections to start out with a commission always helps, but it is entirely possible to rise through the ranks right from the bottom, and this has become easier as soldiers now see a lot more combat than they used to.&lt;br /&gt;
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The Armies have a reputation for being more concerned with the material than the [[The Spirit World|spirit world]], but they have some support from [[Animism|the priesthood]], and (significantly) their ranks contain plenty of [[Channelling|channellers]] and [[Evocation|witches]] trained in combat alongside the more conventional line troops.  They’ve also been very quick in learning how to deal with manifested [[spirits]], and are fairly pragmatic about battle casualties [[Wights|returning to life]].&lt;br /&gt;
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More than most people, they face harder and more dangerous times thanks to the Breaking, but they also face many opportunities.  They are more vital to the Kingdom’s survival than they have ever been before, and have the resources and organisation to hold together against the greatest threats.&lt;br /&gt;
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====Five things about the Armies====&lt;br /&gt;
* &#039;&#039;&#039;Fight for the Crown.&#039;&#039;&#039;  The Armies are loyal to the Crown alone, and stand apart from the politics of [[the Noble Houses]].&lt;br /&gt;
* &#039;&#039;&#039;In our hour of need.&#039;&#039;&#039;  After many years playing a minor role the Armies have become vital to the survival of the nation.&lt;br /&gt;
* &#039;&#039;&#039;Led by the best.&#039;&#039;&#039;  The Armies are highly meritocratic.  Promotions and commissions are awarded to the most capable regardless of their background.&lt;br /&gt;
* &#039;&#039;&#039;Pragmatic and practical.&#039;&#039;&#039;  They are willing to use any tool to complete their objectives, and take pride in being free from the hidebound rules of the nobility.&lt;br /&gt;
* &#039;&#039;&#039;Into the jaws of death.&#039;&#039;&#039;  Soldiers and officers must defend the nation from unnameable dangers, and are expected to do so with courage and valour.&lt;br /&gt;
====What the Armies will never do====&lt;br /&gt;
Everyone in the armies is expected to obey standing orders.  Although most officers give their subordinates a degree of free rein, disobeying the rules of engagement set by the high command will be viewed extremely dimly; looters in particular can expect dishonourable discharge or execution.&lt;br /&gt;
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====Read more...====&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies branches of service|Branches of service]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies internal matters|Internal matters]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies attitudes to others|Attitudes to others]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies religion and spirituality|Religion and spirituality]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies costume|Costume]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Royal Armies archetypes|Archetypes]]&#039;&#039;&#039;&lt;br /&gt;
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{{IC|“Come on lad, we know it’s hard, but we’ve got to make sure they’ve got the gifts for the spirits, don’t we?”  The voice was kind, the Sarge must have sent on so many, and now... and now...&lt;br /&gt;
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The young soldier nodded numbly and fell to his knees by his friend (Mel, always cheerful, always quick witted, not quick enough) and drew a breath.  Naming.  Naming came first.  “Private Melissa Carter is the name you chose, and we introduce you by that name so that the Guides will let you pass into the Spirit World.”&amp;lt;br&amp;gt;&lt;br /&gt;
His hands reached for purchase.  Grass?  Grass.  Yes.  Offerings, next was offerings.  He’d have to do soldier’s offerings, there was nothing else in this damn patch of nothing in the middle of nowhere.  “We send you with the elements you return to.  For Wood, a stick.”  Barely a twig, but it was enough, resting on her chest. &amp;lt;br&amp;gt;&lt;br /&gt;
“For Fire,” his throat caught, but he forced himself to continue, “my warmth.”  He touched her forehead, feeling his heat seep into cold flesh before retreating.&amp;lt;br&amp;gt;&lt;br /&gt;
“For Earth, grass, to... to remind you of home.”  The traditional soldier’s offering was mud, but no, not that, she was better than that, not when the mud had killed her.&amp;lt;br&amp;gt;&lt;br /&gt;
“For Metal, your knife.”  Always by her side, it joined the grass and twig.  His vision blurred.  They’d seen too many knives tucked at the side of the road.  You never took a knife that had been left, never.&amp;lt;br&amp;gt;&lt;br /&gt;
“For W...”  Damnit he was crying, teardrops falling onto his hands.  He reached out and let them fall onto the dagger.  “... water.  Our tears.  I’m so sorry.”&lt;br /&gt;
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He felt Sarge’s hand on his shoulder.  Silent strength.  After a few moments they squeezed.  “Story.  Then Farewell.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Yes Sarge.”  He swallowed, “Mel, you were always better than me.  Remember back in Lowen?  It was always you training, dragging me out at stupid o’ clock in the morning to spar, always so cheerful, always dreaming.  You... you were fucking amazing.  I remember up the weir where you first told me you were going to join the Army and all I wanted to do was follow you.  Dammit Mel, what am I going to do now without you to follow?”  He swallowed back a hysterical laugh.  “You’ve gone and made me choose my own path haven’t you?  Bastard, always pushing me to be better.”  His breath hitched and he tried to wipe away the tears.  “Goodbye Mel.  We’ll meet again someday when we follow you to the Spirit World, but for now... for now you get to scout ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
He bowed, feeling Sarge bow behind him and knowing the others were too.  “Goodbye Mel, we’ll miss you.  Go with the spirits.”&lt;br /&gt;
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There.  It was done.  He collapsed into a heap as the others came in with oil and tinder, the Sarge moving him away as the flames cleansed what was left behind.}}&lt;br /&gt;
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{{Factions}}&lt;br /&gt;
{{Armies}}&lt;/div&gt;</summary>
		<author><name>Pufferfish</name></author>
	</entry>
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