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	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=563</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=563"/>
		<updated>2026-04-21T00:38:42Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/04/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Spiritual Traumatic Wound:&#039;&#039;&#039; Added a note to confirm that Characters with the Atheist Flaw can have their Spiritual Traumatic Wounds Healed by Religious Practitioners. &lt;br /&gt;
&#039;&#039;&#039;Character Creation - Flaws - Atheist:&#039;&#039;&#039; Added a note to confirm that Characters with the Atheist Flaw can have their Spiritual Traumatic Wounds Healed by Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites&#039;&#039;&#039;: Minor Consumable Rites now yield 5 consumables rather than 1. Added a section to encourage involving others in role playing performing rites. Cards are now collected from the Religious Rites Referee. Added a note saying that some rites might have a non standard performing time. Amended Lay to Rest Rite to 1 minute performing time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner;&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&#039;&#039;&#039;In Character Theft;&#039;&#039;&#039; Reinforced that players should inform a referee immediately if they accidentally steal an OOC item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics;&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs;&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=562</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=562"/>
		<updated>2026-04-21T00:36:19Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Minor Consumable Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specific rites, for example Laid to Rest, might have different Time to Perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item cards from the Religious Practitioner Referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item cards from the Religious Practitioner Referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item cards from the Religious Practitioner Referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item cards from the Religious Practitioner Referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Time to Perform&#039;&#039;&#039;: 1 minuet&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=MediaWiki:Sidebar&amp;diff=561</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=MediaWiki:Sidebar&amp;diff=561"/>
		<updated>2026-04-19T18:28:36Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Home&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** Rules_Change_Log|Rules Change Log&lt;br /&gt;
** What_is_Weird_West,_and_how_does_it_fit_into_Wyld_West|What is Weird West, and how does it fit into Wyld West&lt;br /&gt;
** Wyld_West’s_Vision|Wyld West’s Vision&lt;br /&gt;
** Disclaimer|Disclaimer&lt;br /&gt;
** How_to_Play_Wyld_West|How to Play Wyld West&lt;br /&gt;
** Useful_things_to_know|Useful things to know&lt;br /&gt;
** Wyld_West_look_and_feel_guide|Wyld West look and feel guide&lt;br /&gt;
** Fortune_City_look_and_feel_guide|---Fortune City look and feel guide&lt;br /&gt;
** Tamarillo_look_and_feel_guide|---Tamarillo look and feel guide&lt;br /&gt;
** Goldrock_look_and_feel_guide|---Goldrock look and feel guide&lt;br /&gt;
** Wheatstan_look_and_feel_guide|---Wheatstan look and feel guide&lt;br /&gt;
** The_Wanderer’s_look_and_feel_guide|---The Wanderer’s look and feel guide&lt;br /&gt;
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** Out_of_Character_Calls|Out of Character Calls&lt;br /&gt;
** Non_Combatants|Non Combatants&lt;br /&gt;
** The_Economy_and_Money_in_Wyld_West|The Economy and Money in Wyld West&lt;br /&gt;
** Equipment_and_Items|Equipment and Items&lt;br /&gt;
** Crafting_and_Schematics|Crafting and Schematics&lt;br /&gt;
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** Crafting_and_Apothecary_Research|Crafting and Apothecary Research&lt;br /&gt;
** Religious_Rites|Religious Rites&lt;br /&gt;
** Healing|Healing&lt;br /&gt;
** Diseases|Diseases&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
*Lore&lt;br /&gt;
** The_world_of_Saxum|The world of Saxum&lt;br /&gt;
** Geography,_Flora_and_Fauna_of_Saxum|---Geography, Flora and Fauna of Saxum&lt;br /&gt;
** The_Cities_of_Saxum|---The Cities of Saxum&lt;br /&gt;
** Fortune_City&#039;s_culture_Q&amp;amp;A’s|---Fortune City&#039;s culture Q&amp;amp;A&#039;s&lt;br /&gt;
** Goldrock’s_culture_Q&amp;amp;A’s|---Goldrock&#039;s culture Q&amp;amp;A&#039;s&lt;br /&gt;
** Wheatstans_Culture_Q&amp;amp;A’s|---Wheatstan&#039;s culture Q&amp;amp;A&#039;s&lt;br /&gt;
** Tamarillos_culture_Q&amp;amp;A’s|---Tamarillo&#039;s culture Q&amp;amp;A&#039;s&lt;br /&gt;
** The_Wanderers_Culture_Q&amp;amp;A’s|---Wanderer&#039;s culture Q&amp;amp;A&#039;s&lt;br /&gt;
** Folklore_and_Superstition_in_Saxum|---Folklore_and_Superstition&lt;br /&gt;
** Saxum&#039;s_Calendar|Saxum&#039;s Calendar&lt;br /&gt;
** Recent_History|Recent History&lt;br /&gt;
** Religion_in_Saxum|Religion in Saxum&lt;br /&gt;
** The_Garden_and_Grimlung|---The Garden and Grimlung&lt;br /&gt;
** Religion_in_Goldrock|---Religion in Goldrock&lt;br /&gt;
** Religion_in_Tamarillo|---Religion in Tamarillo&lt;br /&gt;
** Religion_in_Wheatstan|---Religion in Wheatstan&lt;br /&gt;
** Religion_of_The_Wanderers|---Religion of The Wanderers&lt;br /&gt;
** Law_and_Order|Law and Order&lt;br /&gt;
** The_Court_System_of_Saxum|---The Court System of Saxum&lt;br /&gt;
** The_Constitution_and_Bill_of_Rights|---The Constitution and Bill of Rights&lt;br /&gt;
** The_Armed_Forces_of_Saxum|---The Armed Forces of Saxum&lt;br /&gt;
** Transport_in_Saxum|Transport in Saxum&lt;br /&gt;
** Methods_of_Communication_in_Saxum|Methods of Communication in Saxum&lt;br /&gt;
** Theatre_in_Saxum|Theatre in Saxum&lt;br /&gt;
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		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=560</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=560"/>
		<updated>2026-04-19T18:21:31Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/04/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Spiritual Traumatic Wound:&#039;&#039;&#039; Added a note to confirm that Characters with the Atheist Flaw can have their Spiritual Traumatic Wounds Healed by Religious Practitioners. &lt;br /&gt;
&#039;&#039;&#039;Character Creation - Flaws - Atheist:&#039;&#039;&#039; Added a note to confirm that Characters with the Atheist Flaw can have their Spiritual Traumatic Wounds Healed by Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites&#039;&#039;&#039;: Minor Consumable Rites now yield 5 consumables rather than 1. Added a section to encourage involving others in role playing performing rites. Added a note saying that some rites might have a non standard performing time. Amended Lay to Rest Rite to 1 minute performing time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner;&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&#039;&#039;&#039;In Character Theft;&#039;&#039;&#039; Reinforced that players should inform a referee immediately if they accidentally steal an OOC item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics;&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs;&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Healing&amp;diff=559</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Healing&amp;diff=559"/>
		<updated>2026-04-19T18:18:15Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Spiritual Traumatic Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The longer characters stay alive in the game, the greater the chance they will become injured and require healing.&lt;br /&gt;
In Wyld West, healing Hit Points (HP) can be done in one of two ways:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Tinctures &amp;amp; Elixirs&#039;&#039;&#039; (Fast Healing)&lt;br /&gt;
Tinctures and Elixirs provide a quick method of healing, taking only a few seconds to restore HP.&lt;br /&gt;
*The exact effects and amount of HP restored depend on the specific Tincture or Elixir used.&lt;br /&gt;
*These consume resources to create, meaning they come at a cost.&lt;br /&gt;
*They are an excellent option for immediate recovery, especially in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Surgery&#039;&#039;&#039; (Slow but Effective Healing)&lt;br /&gt;
Surgery is a longer, more involved method of healing but comes with additional benefits and follows the following rules:&lt;br /&gt;
*Only a Medical Practitioner may perform Surgery on a character, aka a &#039;patient&#039;.&lt;br /&gt;
*Surgery requires the Medical Practitioner to have a Medical Bag, which must be used for roleplay purposes (e.g., pulling out tools, checking notes, etc.).&lt;br /&gt;
*Surgery pauses a patient&#039;s &#039;&#039;&#039;death count&#039;&#039;&#039; whilst it is being conducted.&lt;br /&gt;
*Surgery takes 10 minutes to complete and will grant the following:&lt;br /&gt;
**Restores the patient to &#039;&#039;&#039;full HP&#039;&#039;&#039;.&lt;br /&gt;
**Removes any &#039;&#039;&#039;Rend&#039;&#039;&#039; or &#039;&#039;&#039;Mangle effects&#039;&#039;&#039; the Patient has sustained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Speeding Up Surgery ==&lt;br /&gt;
*The time required to perform Surgery can be reduced to a minimum of 1 minute through several means:&lt;br /&gt;
**In game items (e.g. Quality surgical tools).&lt;br /&gt;
**Medical Practitioner’s subskill - Medicine.&lt;br /&gt;
**Being assisted by other Medical Practitioners (5 minutes for a Professional, 2 minutes for a Hobbyist).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Multiple Patients ==&lt;br /&gt;
*A single Medical Practitioner may perform Surgery or assist another Medical Practitioner in perform Surgery on two different patients simultaneously if they have the &#039;&#039;&#039;Multitask&#039;&#039;&#039; subskill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Surgery ==&lt;br /&gt;
*Surgery is interrupted if ANY of the people involved in performing or assisting the surgery can no longer continue doing so before the patient is healed, i.e. they were shot or knocked unconscious.&lt;br /&gt;
*If an Surgery is interrupted then the patient restarts their death count from where they left off and any consumables used are wasted.&lt;br /&gt;
&lt;br /&gt;
== Choosing the Right Method ==&lt;br /&gt;
The key difference between the two healing methods is:&lt;br /&gt;
*&#039;&#039;&#039;Tinctures &amp;amp; Elixirs = Fast but costly&#039;&#039;&#039; (consumes resources).&lt;br /&gt;
*&#039;&#039;&#039;Surgery = Free but time-consuming&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choosing the right method at the right moment could be vital to survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Traumatic Wounds ==&lt;br /&gt;
Physical Traumatic Wounds are grievous injuries that threaten the body itself. Shattered bones, torn muscle, ruptured organs and hidden internal bleeding all fall into this category. Left untreated, such wounds steadily weaken the victim and may bring about death, no matter how well they seem to cope outwardly. They are rarely obvious at first glance, and only a careful inspection can reveal the true damage. Healing them calls for more than a bandage or stitch, requiring skilled hands, the right tools, and the patient’s endurance.&lt;br /&gt;
&lt;br /&gt;
A character who has been injured might be given a Physical Traumatic Wound card by a referee. The outside of the card will detail the immediate known and unknown effects the character experiences, whilst the inside of the card will describe what has actually happened and how it can be treated. The inside is only revealed once a &#039;&#039;&#039;Professional Medical Practitioner&#039;&#039;&#039; has &#039;&#039;&#039;Inspected&#039;&#039;&#039; the patient.&lt;br /&gt;
&lt;br /&gt;
Only a Professional Medical Practitioner who has &#039;&#039;&#039;Inspected&#039;&#039;&#039; a patient may begin &#039;&#039;&#039;Treatment&#039;&#039;&#039; of a Physical Traumatic Wound, although any Medical Practitioner (Professional or Hobbyist) may assist if needed.&lt;br /&gt;
&lt;br /&gt;
Note: The time required for ‘Treating Physical Traumatic Wounds’ can not be reduced and is fixed to what is stated on the card. Also, Medical Practitioners can not attempt to treat more than one Physical Traumatic Wound at a time, i.e. they &#039;&#039;&#039;can not use the Multitask subskill&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example Physical Traumatic Wound ====&lt;br /&gt;
Jimmy the gunslinger is shot during a firefight. It is only a single bullet, so he thinks no more of it. A referee hands Jimmy a &#039;&#039;Physical Traumatic Wound&#039;&#039; card. The outside of the card says:&lt;br /&gt;
&lt;br /&gt;
*Known: Short of breath.&lt;br /&gt;
&lt;br /&gt;
*Unknown: Start death count in 60 minutes if left untreated.&lt;br /&gt;
&lt;br /&gt;
Realising something may be wrong, Jimmy goes to his good friend Jane, a Professional Medical Practitioner. Jane spends one minute of roleplay Inspecting Jimmy, which allows her to open the card. Inside she finds the following:&lt;br /&gt;
&lt;br /&gt;
*Punctured lung.&lt;br /&gt;
&lt;br /&gt;
*Treatment: 4 Medical Practitioners each with a medical bag, 2 sets of ‘Quality surgical tools’,1 ‘Critical Care Bed’, the patient unconscious or restrained, 20 minutes of roleplay.&lt;br /&gt;
&lt;br /&gt;
*Treatment will be extremely painful for the patient if they are conscious during it.&lt;br /&gt;
&lt;br /&gt;
Jane realises this is a very serious wound and quickly gathers three more Medical Practitioners, who already have their medical bags, the ‘Quality surgical tools’, a ‘Critical Care Bed’ and sufficient ‘Knock out Drops’ to hand to complete the procedure, and begins treatment immediately. Jimmy, therefore, avoids starting his death count.&lt;br /&gt;
&lt;br /&gt;
A Temporary relief from a Physical Traumatic Wound can be found in some Tinctures &amp;amp; Elixirs. This will not treat or cure the Physical Traumatic Wound; however, it will pause both the Known and Unknown Effects of the Physical Traumatic Wound for the amount of time specified on the specific Tincture or Elixir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spiritual Traumatic Wounds ==&lt;br /&gt;
&lt;br /&gt;
Spiritual Traumatic Wounds are afflictions of the spirit that unbalance the mind and soul. They may take the form of binding curses, haunting visions, corrosive doubts, or the touch of corruption. If left unresolved, they spread like a poison, hollowing the victim from within until despair or death takes hold. These wounds are subtle, often masked by outward calm, and their depth can only be uncovered through the guidance of a trained practitioner of faith. Restoring a wounded spirit demands more than words of comfort, requiring time, ritual, and steadfast devotion.&lt;br /&gt;
&lt;br /&gt;
A character who has been afflicted might be given a &#039;&#039;&#039;Spiritual Traumatic Wound&#039;&#039;&#039; card by a referee. The outside of the card will detail the immediate known and unknown effects the character experiences, whilst the inside of the card will describe what has actually happened and how it can be treated. The inside is only revealed once a Professional Religious Practitioner has Inspected the afflicted character.&lt;br /&gt;
&lt;br /&gt;
Only a &#039;&#039;&#039;Professional Religious Practitioner&#039;&#039;&#039; who has &#039;&#039;&#039;Inspected&#039;&#039;&#039; a patient may begin treatment of a Spiritual Traumatic Wound, although any Religious Practitioner (Professional or Hobbyist) may assist if needed.&lt;br /&gt;
&lt;br /&gt;
Note: The time required for ‘Treating Spiritual Traumatic Wounds’ cannot be reduced and is fixed to what is stated on the card, i.e. they &#039;&#039;&#039;cannot use the Well Versed or In our darkest hour… subskills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Example Spiritual Traumatic Wound ====&lt;br /&gt;
Martha the Academic gets attacked by a ghost in the wilderness. Afterwards a referee hands Martha a Spiritual Traumatic Wound card. The outside of the card says:&lt;br /&gt;
&lt;br /&gt;
*Known: Feels like something is watching you, gets cold chill every 20 minutes&lt;br /&gt;
&lt;br /&gt;
*Unknown: Gains the ‘Hen Hearted’ flaw until treated.&lt;br /&gt;
&lt;br /&gt;
Realising something may be wrong, Martha seeks out Sister Abigail, a Professional Religious Practitioner. Sister Abigail spends one minute of roleplay Inspecting Martha, which allows her to open the card. Inside she finds the following:&lt;br /&gt;
&lt;br /&gt;
*A ghost has touched the character&#039;s spirit, causing it to be frightful.&lt;br /&gt;
&lt;br /&gt;
*Treatment: 2 Religious Practitioners each with a Holy Symbol, 1 Alter,  1 Sacred Incense, 1 Blessed Food, 1 Holy Water, 1 Anointed Candle, the afflicted present, 5 minutes of roleplay&lt;br /&gt;
&lt;br /&gt;
*Treatment will be emotionally harrowing for the patient, who must engage in the roleplay throughout&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sister Abigail gathers one more Religious Practitioner, who already has their Holy Symbol, their Altar, the required religious consumables, and begins treatment immediately. Once completed, Martha will have the temporary Hen Hearted Flaw and all other effects of the Spiritual Traumatic Wound removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Characters with the &#039;Atheist&#039; Flaw can still have Spiritual Traumatic Wounds healed by Religious Practitioners.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=558</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=558"/>
		<updated>2026-04-19T18:17:38Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Atheist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp.&lt;br /&gt;
To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One Character, One Story ==&lt;br /&gt;
Players may only have one active character at a time in the game world.&lt;br /&gt;
Other than experience point advancements, a character’s skills remain the same between events.&lt;br /&gt;
In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Character ==&lt;br /&gt;
A new character can only be created if the current one dies or the player chooses to permanently retire them.&lt;br /&gt;
IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How to make a Character =&lt;br /&gt;
This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:&amp;lt;br&amp;gt;&lt;br /&gt;
Step 1: Stuff Y’all Get for Free&amp;lt;br&amp;gt;&lt;br /&gt;
Step 2: Picking a Background&amp;lt;br&amp;gt;&lt;br /&gt;
Step 3: Picking a Flaw&amp;lt;br&amp;gt;&lt;br /&gt;
Step 4: Picking Archetypes and Sub-Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.&lt;br /&gt;
*Prayers from religious practitioners seem amplified.&lt;br /&gt;
*Tinctures and elixirs have far greater effects.&lt;br /&gt;
*Surgeons can perform treatments in minutes instead of weeks.&lt;br /&gt;
&lt;br /&gt;
This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What y’all start with =&lt;br /&gt;
Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation. &lt;br /&gt;
&lt;br /&gt;
All characters start with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 Global Hits&#039;&#039;&#039; (your base health).&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039; – You can read and write.&lt;br /&gt;
*&#039;&#039;&#039;Numeracy&#039;&#039;&#039; – You can count and perform mathematics.&lt;br /&gt;
*&#039;&#039;&#039;Cartography&#039;&#039;&#039; – You can read and create maps.&lt;br /&gt;
*&#039;&#039;&#039;Firearm Proficiency&#039;&#039;&#039; – You know how to handle and fire guns.&lt;br /&gt;
*&#039;&#039;&#039;Melee &amp;amp; Throwing Weapon Proficiency&#039;&#039;&#039; – You can wield melee and throwing weapons.&lt;br /&gt;
*&#039;&#039;&#039;$100 Starting Funds&#039;&#039;&#039; – Money saved up to make your way out West.&lt;br /&gt;
&lt;br /&gt;
This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Backgrounds =&lt;br /&gt;
Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences.&lt;br /&gt;
While your Background influences your character&#039;s past, it is not the same as their personal backstory—that part is up to you to create!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose One of the Following Backgrounds: &lt;br /&gt;
&lt;br /&gt;
=== Tamarillo ===&lt;br /&gt;
Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 1 additional Global Hit.&lt;br /&gt;
&lt;br /&gt;
=== Goldrock ===&lt;br /&gt;
Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 random Crafting Components at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wheatstan ===&lt;br /&gt;
Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Fortune City ===&lt;br /&gt;
The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains $20 at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wanderer === &lt;br /&gt;
Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Flaws =&lt;br /&gt;
Step 3: Picking a Flaw&lt;br /&gt;
&lt;br /&gt;
In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.&lt;br /&gt;
&lt;br /&gt;
Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.&lt;br /&gt;
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Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.&lt;br /&gt;
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Choose wisely, and embrace the challenges that come with being less than perfect!   &lt;br /&gt;
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Below is a list of Flaws, you must pick 1 of these Flaws when creating your character: &lt;br /&gt;
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=== Addiction ===&lt;br /&gt;
Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:                                                           &lt;br /&gt;
*Soothers Draft&lt;br /&gt;
*Nerve Draft&lt;br /&gt;
*Liniment Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.&lt;br /&gt;
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=== Atheist ===&lt;br /&gt;
Your character cannot be effected by or perform Religious Rites. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.&lt;br /&gt;
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&#039;&#039;&#039;Note: Characters with the &#039;Atheist&#039; Flaw can still have Spiritual Traumatic Wounds healed by Religious Practitioners.&#039;&#039;&#039;&lt;br /&gt;
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=== Dicky tum ===&lt;br /&gt;
Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.&lt;br /&gt;
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=== Fleeting ===&lt;br /&gt;
Your character has half the normal death count. This means your death count is now only 1 minute total.&lt;br /&gt;
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=== Frail ===&lt;br /&gt;
Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.&lt;br /&gt;
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=== Glass Jaw ===&lt;br /&gt;
Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered &amp;quot;unconscious.&amp;quot; You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.&lt;br /&gt;
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=== Gun Shy ===&lt;br /&gt;
Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby.&lt;br /&gt;
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=== Hen Hearted ===&lt;br /&gt;
Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).&lt;br /&gt;
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=== Illiterate ===&lt;br /&gt;
You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby . If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to  Academic are locked out to them and can not be used until the flaw is removed.&lt;br /&gt;
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=== Scarred ===&lt;br /&gt;
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. &lt;br /&gt;
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If ‘Inspected’ by a Professional Medical Practitioner, you are not allowed to tell them how many hits you have left. Instead you must inform them that you are too scarred up to tell.&lt;br /&gt;
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Note: You still inform them of any Physical Traumatic Wounds, Poisons or Diseases your character has, and if they are suffering from any Mangle or Rend effects.&lt;br /&gt;
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=== Sick Note ===&lt;br /&gt;
Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:&lt;br /&gt;
*Low: 1 hour of close contact to contract from a diseased character or item.&lt;br /&gt;
*Medium: 30 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*High:15 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*Very High: 7 and a half minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
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Items do not normally carry or transmit disease, but specific items in game might.&lt;br /&gt;
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=== Wasteful ===&lt;br /&gt;
Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters&#039; money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.&lt;br /&gt;
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If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.&lt;br /&gt;
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= Archetypes and Sub-skills =&lt;br /&gt;
When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession. &lt;br /&gt;
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The Archetypes are:&amp;lt;br&amp;gt;&lt;br /&gt;
Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Crafter&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
Religious Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
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These archetypes can be matched any way you like, for example:&lt;br /&gt;
Professional Gunslinger and Hobbyist Medical Practitioner &lt;br /&gt;
Professional Religious Practitioner and Hobbyist Criminal&lt;br /&gt;
Professional Academic and Hobbyist Provisioner&lt;br /&gt;
etc…&lt;br /&gt;
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Or in the case of a Wanderer you could be:&lt;br /&gt;
Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger &lt;br /&gt;
Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner&lt;br /&gt;
Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary&lt;br /&gt;
etc…&lt;br /&gt;
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Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.&lt;br /&gt;
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Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.&lt;br /&gt;
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After choosing Professions and Hobbies characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.   &lt;br /&gt;
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For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:&lt;br /&gt;
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Background: Fortune city&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw: Gun Shy&amp;lt;br&amp;gt;&lt;br /&gt;
Profession: Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby: Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Sub-skills:&lt;br /&gt;
*Extra Recipes (Apothecary Sub-skill)&lt;br /&gt;
*Analyse (Apothecary Sub-skill)&lt;br /&gt;
*Duplicate (Apothecary Sub-skill)&lt;br /&gt;
*Lecturer (Academic Sub-skill)&lt;br /&gt;
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The Archetypes are:&lt;br /&gt;
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=== Academic ===&lt;br /&gt;
Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.&lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
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*Can Write into AND Teach Knowledge from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event. &lt;br /&gt;
*Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.&lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;&lt;br /&gt;
*Can Write into OR Teach from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event.&lt;br /&gt;
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&#039;&#039;Textbook &amp;amp; Knowledge:&#039;&#039; &lt;br /&gt;
Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively.&lt;br /&gt;
An Academic can write any piece of knowledge into their Textbook from one of 3 sources:&lt;br /&gt;
*Being taught by another Academic.&lt;br /&gt;
*Being taught by another Apothecary, Crafter, or Religious Practitioner.&lt;br /&gt;
*Their own knowledge gained from one of their other Professions/Hobbies.&lt;br /&gt;
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An Academic can teach any piece of knowledge from their Textbook to the following:&lt;br /&gt;
*Another Academic.&lt;br /&gt;
*Recipes to Apothecaries.&lt;br /&gt;
*Schematics to Crafters.&lt;br /&gt;
*Religious Rites to Religious Practitioners.&lt;br /&gt;
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Academics are assumed to have every Recipe, Schematic, and Religious Rite they know from their other Profession/Hobbys in their text book. If they learn a new Recipe/Schematic/Religious Rite, for example the &#039;Big Book of Worship&#039; Religious Practitioner Sub Skill, they will also have it in their Textbook.&lt;br /&gt;
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The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.&lt;br /&gt;
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&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
*The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through Teaching from a Textbook.&amp;lt;br&amp;gt;&lt;br /&gt;
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*Just because an Academic has Knowledge (Religious Rites, Schematics and Recipes) in their text book, does not mean they automatically know how to use it. They will have to spend time learning as per teaching from their Textbook mentioned above.&lt;br /&gt;
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==== Academic sub-skills ====&lt;br /&gt;
===== Sponsored =====&lt;br /&gt;
Gains an additional $20 at the start of each event. Players can decide who is sponsoring them. &lt;br /&gt;
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===== Lecturer =====&lt;br /&gt;
Can Teach 2 Characters at the same time. Must be the same piece of information. &lt;br /&gt;
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===== Researcher =====&lt;br /&gt;
Can Write into their Textbook an additional time per day.&lt;br /&gt;
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===== Intuition =====&lt;br /&gt;
Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.&lt;br /&gt;
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=== Apothecary ===&lt;br /&gt;
Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.   &lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
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*Can know and learn Elixir and Tincture Recipes.&lt;br /&gt;
*Start with 1 Elixir and 5 Tincture Recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See &amp;quot;Making Tinctures and Elixirs &amp;quot; for details. &lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;:&lt;br /&gt;
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*Can know and learn Tincture Recipes. &lt;br /&gt;
*Starts with 3 Tincture recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Tinctures. See &amp;quot;Apothecary’s Elixirs and Tinctures&amp;quot; for details.&lt;br /&gt;
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&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).&lt;br /&gt;
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==== Apothecary sub-skills ==== &lt;br /&gt;
===== Extra Recipes =====&lt;br /&gt;
Knows 3 additional Recipes for Elixir&#039;s/Tincher&#039;s. Can be taken multiple times.&lt;br /&gt;
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===== Evaluate =====&lt;br /&gt;
Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.&lt;br /&gt;
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===== Analyse =====&lt;br /&gt;
Lets the Apothecary destroy an Elixir or Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
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===== Duplicate =====&lt;br /&gt;
Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
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&#039;&#039;&#039;Important Note&#039;&#039;&#039;&lt;br /&gt;
*A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).&lt;br /&gt;
*It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).&lt;br /&gt;
*Laboratories take 10 minutes to set up and pack away and must be carried by two people.&lt;br /&gt;
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=== Crafter ===&lt;br /&gt;
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Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters&#039; skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.   &lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can with and learn Major, Intermediate and Minor Schematics.&lt;br /&gt;
*Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.&lt;br /&gt;
*Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.&lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Intermediate and Minor Schematics.&lt;br /&gt;
*Starts with 1 Intermediate and 3 Minor Schematics&lt;br /&gt;
*Can use Crafting Components from Intermediate and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop&lt;br /&gt;
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&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).&lt;br /&gt;
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&#039;&#039;&#039;Workshop:&#039;&#039;&#039;&lt;br /&gt;
*A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it  is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.&lt;br /&gt;
*It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
*Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.&lt;br /&gt;
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==== Crafting sub-skills ====&lt;br /&gt;
===== Extra Schematics =====&lt;br /&gt;
Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.&lt;br /&gt;
===== Inspect =====&lt;br /&gt;
Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.&lt;br /&gt;
===== Backwards engineering =====&lt;br /&gt;
Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.&lt;br /&gt;
===== Scrap =====&lt;br /&gt;
Lets a Crafter destroy an item to receive half of its base components, rounding up,  after 5 minutes of role play and a Workshop. Once per day.  Can be used alongside backwards engineering.&lt;br /&gt;
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=== Criminal ===&lt;br /&gt;
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Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.&lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $20 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, up to three draws (See Launder money). &lt;br /&gt;
*Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $10 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, 1 draw (See Launder money). &lt;br /&gt;
*Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
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&#039;&#039;&#039;Launder money:&#039;&#039;&#039;&lt;br /&gt;
*The player can visit the post office and draw a random token from a bag. Each draw will result in either an &amp;quot;obtained illegally&amp;quot; token or a &amp;quot;complication&amp;quot; token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.&lt;br /&gt;
*Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.&lt;br /&gt;
*Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
The specifics of the &amp;quot;obtained illegally&amp;quot; are up to the player’s imagination, whether it&#039;s laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.&lt;br /&gt;
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==== Criminal sub-skills ====&lt;br /&gt;
===== Criminal Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Bookie =====&lt;br /&gt;
Once per day during a “Launder Money” action,  allows you to redraw the outcome once.  &lt;br /&gt;
===== Fence =====&lt;br /&gt;
Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.&lt;br /&gt;
===== Charmer =====&lt;br /&gt;
3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target,  declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.&lt;br /&gt;
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=== Gunslinger ===&lt;br /&gt;
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Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.&lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 30 seconds of roleplay. &lt;br /&gt;
*Starts with an additional 3 global hits.&lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Once per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 1 minute of roleplay.&lt;br /&gt;
*Starts with an additional 2 global hits. &lt;br /&gt;
&lt;br /&gt;
==== Gunslinger sub-skills ====&lt;br /&gt;
===== Dead Eye =====&lt;br /&gt;
The character can call Mangle with a firearm one additional time per day. &lt;br /&gt;
===== Bar Brawler =====&lt;br /&gt;
Twice per day, the character can ignore a Knockdown effect by calling &amp;quot;No effect, Knockdown.&amp;quot; &lt;br /&gt;
===== I didn’t hear no bell =====&lt;br /&gt;
The character can still use a firearm during the first half of their Death Count.&lt;br /&gt;
===== Shake it off =====&lt;br /&gt;
Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling &amp;quot;No effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Practitioner ===&lt;br /&gt;
&lt;br /&gt;
A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock&#039;s body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see [[Healing|Healing]]) using a Medical Bag. &lt;br /&gt;
*Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 5 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
*After 1 minute of appropriate roleplay &#039;&#039;&#039;Inspecting&#039;&#039;&#039; another character, the Medical Practitioner can determine all of the following:&lt;br /&gt;
**How many hits the character has remaining.&lt;br /&gt;
**Any Traumatic Physical Wounds or Diseases the character has.&lt;br /&gt;
**If the character has any Rend or Mangle effects on them.&lt;br /&gt;
**If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see Healing) using a Medical Bag.&lt;br /&gt;
*Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 2 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Practitioner sub-skills ====&lt;br /&gt;
===== Medicine =====&lt;br /&gt;
Lets a Medical Practitioner destroy any number of Apothecary Ingredients to reduce the healing time of Surgery by 1 minute per ingredient destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Multitask =====&lt;br /&gt;
Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.&lt;br /&gt;
===== Staunch the wound =====&lt;br /&gt;
Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character  - but not heal any damage. Wounds remain staunched for 1 minute or until healing is started or more damage is taken where they will continue their death count from where it was paused. Wounds can be staunched multiple times, resetting the 1 minute timer each time. Requires a medical bag.&lt;br /&gt;
===== Autopsy =====&lt;br /&gt;
After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Bag:&#039;&#039;&#039;&lt;br /&gt;
A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies).&lt;br /&gt;
It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provisioner ===&lt;br /&gt;
&lt;br /&gt;
Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 10 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 5 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Foraging =====&lt;br /&gt;
&lt;br /&gt;
Foraging is how Provisioners gather resources during play.&lt;br /&gt;
&lt;br /&gt;
To Forage, a Provisioner must spend a total of 30 minutes per day roleplaying searching for resources. This can be done all at once or split across the day.&lt;br /&gt;
After completing this, they should go to the Post Office to receive their resources.&lt;br /&gt;
&lt;br /&gt;
====== Choosing Resources ======&lt;br /&gt;
&lt;br /&gt;
When collecting resources, the Provisioner must choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
====== Random Resources ======&lt;br /&gt;
The Provisioner receives a number of random resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 8 resources  &lt;br /&gt;
* +4 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +2 resources if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These resources can be split between &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; and &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; in any way the player chooses.&lt;br /&gt;
&lt;br /&gt;
====== Specific Resources ======&lt;br /&gt;
The Provisioner selects exactly which resources they receive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 2 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* +2 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +1 resource if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These can be any specific &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; or &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; of the player’s choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To receive &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039;, when &#039;&#039;&#039;Foraging&#039;&#039;&#039; the Provisioner must have a &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; and the &#039;&#039;&#039;Hunter&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
This applies whether the resources are chosen specifically or gained randomly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Provisioner sub-skills ====&lt;br /&gt;
&lt;br /&gt;
===== Provisioner Body Development =====&lt;br /&gt;
The character has 2 additional global hits. &lt;br /&gt;
&lt;br /&gt;
===== Gatherer =====&lt;br /&gt;
Can collect additional resources when Foraging. See &#039;&#039;&#039;Foraging&#039;&#039;&#039; for Details&lt;br /&gt;
&lt;br /&gt;
===== Hunter =====&lt;br /&gt;
With appropriate roleplay, the Provisioner may collect &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039; Crafting Components from slain beasts or monsters. The creature will either hand over the resources, direct the Provisioner to a referee, or inform the player that no resources are available. This is separate from Foraging.  &lt;br /&gt;
&lt;br /&gt;
The Provisioner may also use the crafted item &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; when &#039;&#039;&#039;Foraging&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Revenant =====&lt;br /&gt;
Once per event, the character may rise after reaching their death count with 1 hit point but gains the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This does not work if they have been executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Religious Practitioner ===&lt;br /&gt;
&lt;br /&gt;
People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Can learn any number of Religious Rites.&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Major and 6 Minor Religious Rites.&lt;br /&gt;
*After 1 minute of appropriate roleplay ‘Inspecting’ another character, the Religious Practitioner can determine any Spiritual Traumatic Wounds the character has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Minor Religious Rites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites:&#039;&#039;&#039;&lt;br /&gt;
A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See [[Religious Rites]] for a full list of Rites and mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Religious Practitioner sub-skills ====&lt;br /&gt;
===== Big Book of Worship =====&lt;br /&gt;
Knows 1 additional Major Rite. Can be taken multiple times.&lt;br /&gt;
===== Small Book of Worship =====&lt;br /&gt;
Knows 2 additional Minor Rites. Can be taken multiple times.&lt;br /&gt;
===== Well Versed =====&lt;br /&gt;
Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).&lt;br /&gt;
===== In our darkest hour… =====&lt;br /&gt;
Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting.&lt;br /&gt;
It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).&lt;br /&gt;
*An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.&lt;br /&gt;
*A Holy Symbol should be small enough to be held in a hand or worn around the neck.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Healing&amp;diff=557</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Healing&amp;diff=557"/>
		<updated>2026-04-19T18:16:56Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Spiritual Traumatic Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The longer characters stay alive in the game, the greater the chance they will become injured and require healing.&lt;br /&gt;
In Wyld West, healing Hit Points (HP) can be done in one of two ways:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Tinctures &amp;amp; Elixirs&#039;&#039;&#039; (Fast Healing)&lt;br /&gt;
Tinctures and Elixirs provide a quick method of healing, taking only a few seconds to restore HP.&lt;br /&gt;
*The exact effects and amount of HP restored depend on the specific Tincture or Elixir used.&lt;br /&gt;
*These consume resources to create, meaning they come at a cost.&lt;br /&gt;
*They are an excellent option for immediate recovery, especially in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Surgery&#039;&#039;&#039; (Slow but Effective Healing)&lt;br /&gt;
Surgery is a longer, more involved method of healing but comes with additional benefits and follows the following rules:&lt;br /&gt;
*Only a Medical Practitioner may perform Surgery on a character, aka a &#039;patient&#039;.&lt;br /&gt;
*Surgery requires the Medical Practitioner to have a Medical Bag, which must be used for roleplay purposes (e.g., pulling out tools, checking notes, etc.).&lt;br /&gt;
*Surgery pauses a patient&#039;s &#039;&#039;&#039;death count&#039;&#039;&#039; whilst it is being conducted.&lt;br /&gt;
*Surgery takes 10 minutes to complete and will grant the following:&lt;br /&gt;
**Restores the patient to &#039;&#039;&#039;full HP&#039;&#039;&#039;.&lt;br /&gt;
**Removes any &#039;&#039;&#039;Rend&#039;&#039;&#039; or &#039;&#039;&#039;Mangle effects&#039;&#039;&#039; the Patient has sustained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Speeding Up Surgery ==&lt;br /&gt;
*The time required to perform Surgery can be reduced to a minimum of 1 minute through several means:&lt;br /&gt;
**In game items (e.g. Quality surgical tools).&lt;br /&gt;
**Medical Practitioner’s subskill - Medicine.&lt;br /&gt;
**Being assisted by other Medical Practitioners (5 minutes for a Professional, 2 minutes for a Hobbyist).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Multiple Patients ==&lt;br /&gt;
*A single Medical Practitioner may perform Surgery or assist another Medical Practitioner in perform Surgery on two different patients simultaneously if they have the &#039;&#039;&#039;Multitask&#039;&#039;&#039; subskill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Surgery ==&lt;br /&gt;
*Surgery is interrupted if ANY of the people involved in performing or assisting the surgery can no longer continue doing so before the patient is healed, i.e. they were shot or knocked unconscious.&lt;br /&gt;
*If an Surgery is interrupted then the patient restarts their death count from where they left off and any consumables used are wasted.&lt;br /&gt;
&lt;br /&gt;
== Choosing the Right Method ==&lt;br /&gt;
The key difference between the two healing methods is:&lt;br /&gt;
*&#039;&#039;&#039;Tinctures &amp;amp; Elixirs = Fast but costly&#039;&#039;&#039; (consumes resources).&lt;br /&gt;
*&#039;&#039;&#039;Surgery = Free but time-consuming&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choosing the right method at the right moment could be vital to survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Traumatic Wounds ==&lt;br /&gt;
Physical Traumatic Wounds are grievous injuries that threaten the body itself. Shattered bones, torn muscle, ruptured organs and hidden internal bleeding all fall into this category. Left untreated, such wounds steadily weaken the victim and may bring about death, no matter how well they seem to cope outwardly. They are rarely obvious at first glance, and only a careful inspection can reveal the true damage. Healing them calls for more than a bandage or stitch, requiring skilled hands, the right tools, and the patient’s endurance.&lt;br /&gt;
&lt;br /&gt;
A character who has been injured might be given a Physical Traumatic Wound card by a referee. The outside of the card will detail the immediate known and unknown effects the character experiences, whilst the inside of the card will describe what has actually happened and how it can be treated. The inside is only revealed once a &#039;&#039;&#039;Professional Medical Practitioner&#039;&#039;&#039; has &#039;&#039;&#039;Inspected&#039;&#039;&#039; the patient.&lt;br /&gt;
&lt;br /&gt;
Only a Professional Medical Practitioner who has &#039;&#039;&#039;Inspected&#039;&#039;&#039; a patient may begin &#039;&#039;&#039;Treatment&#039;&#039;&#039; of a Physical Traumatic Wound, although any Medical Practitioner (Professional or Hobbyist) may assist if needed.&lt;br /&gt;
&lt;br /&gt;
Note: The time required for ‘Treating Physical Traumatic Wounds’ can not be reduced and is fixed to what is stated on the card. Also, Medical Practitioners can not attempt to treat more than one Physical Traumatic Wound at a time, i.e. they &#039;&#039;&#039;can not use the Multitask subskill&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example Physical Traumatic Wound ====&lt;br /&gt;
Jimmy the gunslinger is shot during a firefight. It is only a single bullet, so he thinks no more of it. A referee hands Jimmy a &#039;&#039;Physical Traumatic Wound&#039;&#039; card. The outside of the card says:&lt;br /&gt;
&lt;br /&gt;
*Known: Short of breath.&lt;br /&gt;
&lt;br /&gt;
*Unknown: Start death count in 60 minutes if left untreated.&lt;br /&gt;
&lt;br /&gt;
Realising something may be wrong, Jimmy goes to his good friend Jane, a Professional Medical Practitioner. Jane spends one minute of roleplay Inspecting Jimmy, which allows her to open the card. Inside she finds the following:&lt;br /&gt;
&lt;br /&gt;
*Punctured lung.&lt;br /&gt;
&lt;br /&gt;
*Treatment: 4 Medical Practitioners each with a medical bag, 2 sets of ‘Quality surgical tools’,1 ‘Critical Care Bed’, the patient unconscious or restrained, 20 minutes of roleplay.&lt;br /&gt;
&lt;br /&gt;
*Treatment will be extremely painful for the patient if they are conscious during it.&lt;br /&gt;
&lt;br /&gt;
Jane realises this is a very serious wound and quickly gathers three more Medical Practitioners, who already have their medical bags, the ‘Quality surgical tools’, a ‘Critical Care Bed’ and sufficient ‘Knock out Drops’ to hand to complete the procedure, and begins treatment immediately. Jimmy, therefore, avoids starting his death count.&lt;br /&gt;
&lt;br /&gt;
A Temporary relief from a Physical Traumatic Wound can be found in some Tinctures &amp;amp; Elixirs. This will not treat or cure the Physical Traumatic Wound; however, it will pause both the Known and Unknown Effects of the Physical Traumatic Wound for the amount of time specified on the specific Tincture or Elixir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spiritual Traumatic Wounds ==&lt;br /&gt;
&lt;br /&gt;
Spiritual Traumatic Wounds are afflictions of the spirit that unbalance the mind and soul. They may take the form of binding curses, haunting visions, corrosive doubts, or the touch of corruption. If left unresolved, they spread like a poison, hollowing the victim from within until despair or death takes hold. These wounds are subtle, often masked by outward calm, and their depth can only be uncovered through the guidance of a trained practitioner of faith. Restoring a wounded spirit demands more than words of comfort, requiring time, ritual, and steadfast devotion.&lt;br /&gt;
&lt;br /&gt;
A character who has been afflicted might be given a &#039;&#039;&#039;Spiritual Traumatic Wound&#039;&#039;&#039; card by a referee. The outside of the card will detail the immediate known and unknown effects the character experiences, whilst the inside of the card will describe what has actually happened and how it can be treated. The inside is only revealed once a Professional Religious Practitioner has Inspected the afflicted character.&lt;br /&gt;
&lt;br /&gt;
Only a &#039;&#039;&#039;Professional Religious Practitioner&#039;&#039;&#039; who has &#039;&#039;&#039;Inspected&#039;&#039;&#039; a patient may begin treatment of a Spiritual Traumatic Wound, although any Religious Practitioner (Professional or Hobbyist) may assist if needed.&lt;br /&gt;
&lt;br /&gt;
Note: The time required for ‘Treating Spiritual Traumatic Wounds’ cannot be reduced and is fixed to what is stated on the card, i.e. they &#039;&#039;&#039;cannot use the Well Versed or In our darkest hour… subskills&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Example Spiritual Traumatic Wound ====&lt;br /&gt;
Martha the Academic gets attacked by a ghost in the wilderness. Afterwards a referee hands Martha a Spiritual Traumatic Wound card. The outside of the card says:&lt;br /&gt;
&lt;br /&gt;
*Known: Feels like something is watching you, gets cold chill every 20 minutes&lt;br /&gt;
&lt;br /&gt;
*Unknown: Gains the ‘Hen Hearted’ flaw until treated.&lt;br /&gt;
&lt;br /&gt;
Realising something may be wrong, Martha seeks out Sister Abigail, a Professional Religious Practitioner. Sister Abigail spends one minute of roleplay Inspecting Martha, which allows her to open the card. Inside she finds the following:&lt;br /&gt;
&lt;br /&gt;
*A ghost has touched the character&#039;s spirit, causing it to be frightful.&lt;br /&gt;
&lt;br /&gt;
*Treatment: 2 Religious Practitioners each with a Holy Symbol, 1 Alter,  1 Sacred Incense, 1 Blessed Food, 1 Holy Water, 1 Anointed Candle, the afflicted present, 5 minutes of roleplay&lt;br /&gt;
&lt;br /&gt;
*Treatment will be emotionally harrowing for the patient, who must engage in the roleplay throughout&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sister Abigail gathers one more Religious Practitioner, who already has their Holy Symbol, their Altar, the required religious consumables, and begins treatment immediately. Once completed, Martha will have the temporary Hen Hearted Flaw and all other effects of the Spiritual Traumatic Wound removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Note: Characters with the &#039;Atheist&#039; Flaw can still have Spiritual Traumatic Wounds healed by Religious Practitioners.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=556</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=556"/>
		<updated>2026-04-12T00:19:26Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Tinctures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves, or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments, and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:  &lt;br /&gt;
* Aloe Amma  &lt;br /&gt;
* Bell Blossom  &lt;br /&gt;
* Death Cap Mushroom  &lt;br /&gt;
* Divine Dew  &lt;br /&gt;
* Fade Moss  &lt;br /&gt;
* Fire Weed  &lt;br /&gt;
* Iron Bark  &lt;br /&gt;
* Lavender  &lt;br /&gt;
* Mad Bilberry  &lt;br /&gt;
* Mint Leaf  &lt;br /&gt;
* Mistletoe  &lt;br /&gt;
* Peyote Cactus  &lt;br /&gt;
* Profane Cotton  &lt;br /&gt;
* Rosemary  &lt;br /&gt;
* Tobacco Leaf  &lt;br /&gt;
* Tough Root  &lt;br /&gt;
* Tumbleweed  &lt;br /&gt;
* Widow Berries  &lt;br /&gt;
* Wisp Sage  &lt;br /&gt;
* Wormwood  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:  &lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.  &lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).  &lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia, or loss of hit points, etc., are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Constitution Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory,1x Tough root, 2x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: After a character ingests this Tincture, they cannot contract any diseases for the next 30 minutes.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=555</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=555"/>
		<updated>2026-03-26T22:57:39Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites&#039;&#039;&#039;: Minor Consumable Rites now yield 5 consumables rather than 1. Added a section to encourage involving others in role playing performing rites. Added a note saying that some rites might have a non standard performing time. Amended Lay to Rest Rite to 1 minute performing time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner;&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&#039;&#039;&#039;In Character Theft;&#039;&#039;&#039; Reinforced that players should inform a referee immediately if they accidentally steal an OOC item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics;&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs;&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=554</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=554"/>
		<updated>2026-03-26T22:57:20Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&#039;&#039;&#039;26/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites&#039;&#039;&#039;: Minor Consumable Rites now yield 5 consumables rather than 1. Added a section to encourage involving others in role playing performing rites. Added a note saying that some rites might have a non standard performing time. Amended Lay to Rest Rite to 1 minute performing time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner;&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&#039;&#039;&#039;In Character Theft;&#039;&#039;&#039; Reinforced that players should inform a referee immediately if they accidentally steal an OOC item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics;&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs;&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=553</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=553"/>
		<updated>2026-03-26T22:51:56Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Major Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specific rites, for example Laid to Rest, might have different Time to Perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Time to Perform&#039;&#039;&#039;: 1 minuet&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=552</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=552"/>
		<updated>2026-03-26T22:51:31Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Performing Religious Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specific rites, for example Laid to Rest, might have different Time to Perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Time to Perform&#039;&#039;&#039;: 1 minuet&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=551</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=551"/>
		<updated>2026-03-26T22:50:50Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Minor Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
Specific rites, for example &#039;&#039;&#039;Laid to Rest&#039;&#039;&#039;, might have different time requirements to perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
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&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
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==Minor Consumable Rites==&lt;br /&gt;
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All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
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====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
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====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete, unless otherwise stated.&lt;br /&gt;
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====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
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====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
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&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
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====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
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====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
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&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
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====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
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====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
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====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Time to Perform&#039;&#039;&#039;: 1 minuet&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
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====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
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====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
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====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
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====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
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====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
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====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
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====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
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====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
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====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=550</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=550"/>
		<updated>2026-03-26T22:48:55Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Minor Consumable Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
Specific rites, for example &#039;&#039;&#039;Laid to Rest&#039;&#039;&#039;, might have different time requirements to perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 5 units of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=549</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=549"/>
		<updated>2026-03-26T22:48:04Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Religious Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
Specific rites, for example &#039;&#039;&#039;Laid to Rest&#039;&#039;&#039;, might have different time requirements to perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=548</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=548"/>
		<updated>2026-03-26T22:47:53Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Tools of Faith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
Specific rites, for example &#039;&#039;&#039;Laid to Rest&#039;&#039;&#039;, might have different time requirements to perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=547</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=547"/>
		<updated>2026-03-26T22:47:20Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Performing Religious Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed, which unless otherwise stated are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
Specific rites, for example &#039;&#039;&#039;Laid to Rest&#039;&#039;&#039;, might have different time requirements to perform. This will be mentioned on the specific rite. If no time is mentioned on a rite, it will be the default time as stated above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
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==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
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====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=546</id>
		<title>Religious Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Religious_Rites&amp;diff=546"/>
		<updated>2026-03-26T22:43:16Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Performing Religious Rites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religious rites are  in-character ceremonies performed by Religious Practitioners to invoke divine power, create religious consumables, offer blessings, or enact spiritual effects within the game world. Each rite reflects the practitioner’s connection to their faith and often requires specific items, roleplay, and time to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performing Religious Rites ==&lt;br /&gt;
&lt;br /&gt;
When a Religious Practitioner has the required items to perform a rite &#039;&#039;&#039;that they know&#039;&#039;&#039;, they must spend time conducting the rite. The duration depends on the type of rite being performed:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Minor Consumable Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Minor Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
* &#039;&#039;&#039;Major Rites&#039;&#039;&#039; – 5 minutes base.  &lt;br /&gt;
&lt;br /&gt;
These times can be modified by the sub-skill &#039;&#039;&#039;Well Versed&#039;&#039;&#039;. Players must engage in appropriate roleplay reflecting the nature and intent of the rite for the required duration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
The following might be required to perform a rite. The requirements will be listed on each specific rite (see &#039;&#039;List of Religious Rites&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Altar&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Religious Consumables&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Vocals&#039;&#039;&#039; (required words or phrases that must be spoken during the performance of the rite).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rite Limitations ===&lt;br /&gt;
&lt;br /&gt;
* A character or item may only have &#039;&#039;&#039;one rite active&#039;&#039;&#039; on them at any time.  &lt;br /&gt;
* Religious &#039;&#039;&#039;Consumables are used at the start of a rite&#039;&#039;&#039; and are &#039;&#039;&#039;destroyed&#039;&#039;&#039; regardless of whether the rite is successful or not.  &lt;br /&gt;
* Religious rites, unless otherwise stated, will not affect ‘Dead’ creatures or characters, nor characters that have the &#039;&#039;&#039;Atheist flaw&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interrupting a Rite ===&lt;br /&gt;
&lt;br /&gt;
A rite is considered &#039;&#039;&#039;interrupted&#039;&#039;&#039; if any of the following occur:&lt;br /&gt;
&lt;br /&gt;
* The Religious Practitioner becomes &#039;&#039;&#039;unconscious&#039;&#039;&#039;, starts their &#039;&#039;&#039;death count&#039;&#039;&#039;, or is affected by &#039;&#039;&#039;&amp;quot;Fear&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Stun&amp;quot;&#039;&#039;&#039;, or &#039;&#039;&#039;&amp;quot;Fatigue&amp;quot;&#039;&#039;&#039;.  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;loses possession of their Holy Symbol&#039;&#039;&#039; or the &#039;&#039;&#039;Holy Symbol is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect).  &lt;br /&gt;
* The Religious Practitioner &#039;&#039;&#039;moves away from their Altar (more than 10 feet) or their Altar is broken&#039;&#039;&#039; (for example, through the &#039;&#039;&#039;&amp;quot;Mangle&amp;quot;&#039;&#039;&#039; effect), for rites that require an Altar.  &lt;br /&gt;
* A Referee informs the player that their rite has been interrupted. This will always be for an in-game reason and &#039;&#039;&#039;may not be immediately apparent&#039;&#039;&#039; to the Religious Practitioner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Including other characters in Rites ===&lt;br /&gt;
&lt;br /&gt;
While some rites may not require the involvement of other characters, Religious Practitioners are encouraged to include others in the performance of any of their rites for roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
For example, a Religious Practitioner might ask other characters in their group to say a few words when they are performing the Minor Consumable Rite ‘Blessed Food’.&lt;br /&gt;
&lt;br /&gt;
== Tools of Faith ==&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
To perform any religious rite, a &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; must possess a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;. This should be an item that can be worn around the neck or held in hand, and it must be special and unique to the bearer. Upon choosing the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; archetype, the player provides their own physical representation (phys-rep) of this item.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; has no mechanical in-game effect beyond serving as a &#039;&#039;&#039;focus for the Religious Practitioner&#039;s&#039;&#039;&#039; will. Without it, they are unable to perform religious rites. As the symbol is deeply personal, it &#039;&#039;&#039;cannot be used by another character&#039;&#039;&#039;. If the Holy Symbol is lost or stolen, the character should roleplay their inability to perform rites until they create a new one in-game. How this is achieved is entirely up to the player, providing a rich roleplay opportunity.&lt;br /&gt;
&lt;br /&gt;
The Holy Symbol should be based on, or be a copy of, the &#039;&#039;&#039;official religious symbol&#039;&#039;&#039; of the faith (see below for reference image). Players are encouraged to incorporate their own stylistic elements while maintaining the core design.&lt;br /&gt;
&lt;br /&gt;
[[File:Religious_symbol001.png|thumb|right|250px|The Symbol of The Divine and the Profane. The Profane is a mirror image of The &lt;br /&gt;
Divine and is depicted as an inverted copy of The Divine. Sometimes just the top half is depicted, sometimes without the square. This however is the complete symbol.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Charging a Holy Symbol with Rites====&lt;br /&gt;
&lt;br /&gt;
Some rites grant the ability to ‘charge a Holy Symbol’ with a religious rite that can be used at a later time, as per the individual rites description, following these rules:&lt;br /&gt;
* A standard &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; can only be charged by the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; who owns it, and only they may use the rite stored within. &lt;br /&gt;
* A &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; may only have one charged &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; at any given time.&lt;br /&gt;
* Standard &#039;&#039;&#039;Holy Symbols&#039;&#039;&#039; can hold only one rite at a time.&lt;br /&gt;
* Charging a &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; with a new rite will immediately replace an existing charge.&lt;br /&gt;
* Charged rites last until they are used or untill the end of the day on which they were performed.&lt;br /&gt;
* If the &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; loses possession of their &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039;, the charged rite is lost.&lt;br /&gt;
&lt;br /&gt;
=== Altar ===&lt;br /&gt;
&lt;br /&gt;
In addition to the Holy Symbol, some rites may require further components. Every &#039;&#039;&#039;Religious Practitioner&#039;&#039;&#039; begins with an &#039;&#039;&#039;Altar&#039;&#039;&#039;, which the player must also provide a phys-rep for. Unlike the Holy Symbol, an altar can take any form the practitioner desires. It may be as grand as a carved wooden pulpit, as simple as a blanket displaying sacred items, or even a portable altar that unfolds into a sacred space.&lt;br /&gt;
&lt;br /&gt;
Generally, altars are unique to their owners, reflecting their faith and personal interpretation of their beliefs. We encourage players to be creative and inventive with their altar designs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Religious Consumables ==&lt;br /&gt;
&lt;br /&gt;
There are four types of Consumables, each corresponding to an element:  &lt;br /&gt;
* &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; (Fire).&lt;br /&gt;
* &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; (Earth).  &lt;br /&gt;
* &#039;&#039;&#039;Holy Water&#039;&#039;&#039; (Water).  &lt;br /&gt;
* &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; (Air). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; can be created by performing the associated &#039;&#039;&#039;Minor Consumable Rite&#039;&#039;&#039;. Each rite &#039;&#039;&#039;produces one unit&#039;&#039;&#039; of the relevant consumable. Players may perform as many Consumable Rites as they wish and collect all their &#039;&#039;&#039;Item Cards&#039;&#039;&#039; at the same time. When a consumable is made, the player must collect the corresponding item card from the &#039;&#039;&#039;Post Office&#039;&#039;&#039;. (See &#039;&#039;Minor Consumable Rites&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables&#039;&#039;&#039; are &#039;&#039;&#039;in-game items&#039;&#039;&#039; and will be represented with a laminated card. Players should aim to physically represent these items where possible. For example, an Anointed Candle could be represented by a tea light. Consumables &#039;&#039;&#039;can be traded in-game or purchased from the Post Office&#039;&#039;&#039; (the Post Office will not buy Consumables).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Consumables are not unique to the practitioner&#039;&#039;&#039;. Anyone with the Religious Practitioner archetype can use them. &#039;&#039;&#039;When Consumables are used, they are destroyed and removed from play. Once used, Consumable Item Cards should be ripped in two and disposed of appropriately.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Consumable Rites==&lt;br /&gt;
&lt;br /&gt;
All Minor Consumable Rites take 5 minutes to complete. The Religious Practitioner can perform multiple Minor Consumable Rites before collecting item cards from the Post Office. Inform a Referee if you intend to do this before starting the rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Anointed Candle====&lt;br /&gt;
&#039;&#039;The Religious Practitioner carefully anoints and prepares a candle to carry the light of faith into dark places. These candles are lit in times of trial, said to shine with divine clarity and reveal what is hidden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Anointed Candle&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Blessed Food====&lt;br /&gt;
&#039;&#039;A simple act of communion and grace, the Religious Practitioner blesses food to restore and sustain the faithful. Blessed Food carries spiritual nourishment, believed to invigorate both body and soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Blessed Food&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Holy Water====&lt;br /&gt;
&#039;&#039;With sacred words unspoken and symbols drawn in silence, the Religious Practitioner blesses pure water under the watchful gaze of the Divine. Holy Water is revered for its purifying touch and power to protect against both seen and unseen forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Holy Water&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Create Sacred Incense====&lt;br /&gt;
&#039;&#039;The Religious Practitioner offers prayer and focus at the altar, preparing a delicate mixture meant to guide the spirit and quiet the mind. Sacred Incense is often burned to invite the attention of the Divine and sanctify the space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and Altar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite creates 1 unit of &#039;&#039;&#039;Sacred Incense&#039;&#039;&#039; upon completion. Collect the item card from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minor Rites==&lt;br /&gt;
All Minor Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blessing of Divine Protection====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to shield an item from harm. The item is enveloped in a protective aura, guarding it against any damage for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the will of The Divine” and “Let this object remain unbroken by harm.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a single item. For 1 hour, the item is immune to &amp;quot;Mangle&amp;quot;. If &amp;quot;Mangle&amp;quot; is used on the item, the player must call &amp;quot;No Effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one instance of this rite may be active on an item at any time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Consecrate the Hands====&lt;br /&gt;
&#039;&#039;The Religious Practitioner anoints the hands of a willing healer with sacred water, calling upon The Divine to grant clarity, steadiness, and purpose. This blessing is said to guide the faithful in their most delicate and life-saving work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Consecrate the hands of this faithful servant.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one willing character with the Medical Practitioner archetype, who takes part in the rite, gains the ability to reduce the time to conduct a single Surgery they perform or assist in by 5 minutes to a minimum of 1 minute. This benefit lasts for the remainder of the day or until used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: the target character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to uncover the hidden afflictions within a target, seeking sacred insight into any disease that may be present.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is afflicted by any disease, and if so, the Virulence level of each Disease. This knowledge can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any disease, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Diagnose Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the power of The Divine to illuminate any hidden toxins within a target, seeking sacred insight into the nature and potency of poisons afflicting the body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Diagnose Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner learns whether the target is under the effects of any Persistent Tinctures or Elixirs, and if so, the Potency level of each. This information can be used to guide treatment, further rites, or medical intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not cure or remove any Tinctures or Elixirs, it is purely diagnostic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Eyes of Revelation====&lt;br /&gt;
&#039;&#039;Through focused prayer and sacred preparation, the Religious Practitioner invokes The Divine to lift the veil between worlds. By sanctifying their holy symbol, they carry with them a spark of divine sight, revealing that which The Profane would hide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Sacred Incense and 1 unit of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Grant unto me the Eyes of Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completing the rite, the Religious Practitioner charges their Holy Symbol. The Religious Practitioner may brandish their Holy Symbol and call “Reveal Spirits”. The holy symbol is charged with this rite until the end of the day or it is used.&lt;br /&gt;
When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fortified Will====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the strength of The Divine to fortify the minds of others, offering protection against fear and intimidation. With a focused prayer and the aid of blessed incense, the Practitioner strengthens the resolve of those present, granting them an unshakable will to face fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Sacred Incense per character (up to three).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Fortify the will of this person.”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Fear” call that successfully targets them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lay to Rest====&lt;br /&gt;
&#039;&#039;The Religious Practitioner helps to peacefully lay the body of a deceased individual to rest, ensuring they rest in the ground as The Divine intended. Their actions provide solace and honour to the departed, easing their passage to the afterlife.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 1 unit of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I lay this soul to rest.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner performs this rite on a Deceased target that does not have the ‘Defiled’ effect, that creature&#039;s body cannot be raised from the dead and gains the ‘Laid to Rest’ effect permanently.&lt;br /&gt;
Notes: The rite can only be performed on a body, creatures that do not have a physical body will call ‘No Effect’ to this (e.g. spirits). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pacify the Soul====&lt;br /&gt;
&#039;&#039;Through sacred offerings and whispered prayer, the Religious Practitioner calls upon The Divine to quiet violence and bring stillness to the wicked. This rite charges the Holy Symbol with pacifying energy, which can later be unleashed to halt a foe in their tracks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 1x Anointed Candle, 1x Holy Water, 1x Sacred Incense, 1x Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Pacify the Soul, let stillness fall upon the wicked.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with divine power. For the next hour or until used, the Practitioner may brandish their charged Holy Symbol and call “Stun” on a single target within 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Disease====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the afflicted from the corruption of disease, offering them a chance for healing and restoration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per virulence level of disease.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Disease.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, it removes one disease from the target of an equal or lower Virulence level than units of Holy Water used (e.g., a virulence 3 disease would need 3 or more units of holy water to be used). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained by the target from the disease, only removes the disease itself.&lt;br /&gt;
The Religious Practitioner will not know the virulence level of the disease beforehand. They must either determine it through in-game means (e.g., consulting with a Medical Practitioner using Diagnosis) or guess the amount of Holy Water required based on the severity of the disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purge Poison====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to cleanse the body of harmful toxins, purging the poison and offering a chance for the afflicted to recover.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Blessed Food per level of Potency of the Tincture or Elixir.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I Purge this Poison.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Removes one Persistent Tincture or Elixir from an equal or lower Potency than units of Blessed Food used.&lt;br /&gt;
(e.g., a Tincture or Elixir of potency 3 requires 3 or more units of Blessed Food).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This does not heal any damage sustained from the Tincture or Elixir, only removes the poison’s active effects. The target must be part of the rite for it to take effect. The Practitioner will not know the potency of the Tincture or Elixir beforehand and must either determine it through in-game means (e.g., consulting with a Medical Practitioner) or guess the amount of Blessed Food required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reinforced by Faith====&lt;br /&gt;
&#039;&#039;Through shared nourishment and solemn prayer, the Religious Practitioner invokes the strength of The Divine, calling upon unwavering faith to ward off grievous harm. This rite is often performed before dangerous journeys or moments of great physical trial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Blessed Food per target (Up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Reinforced by Faith, endure the trials ahead.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;:  When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Mangle” OR “Rend” call that successfully hits them. This benefit lasts for 1 hour or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The Characters must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Relief of the Addicted Soul====&lt;br /&gt;
&#039;&#039;Through prayer and divine grace, the Religious Practitioner calls upon The Divine to grant temporary respite to a troubled soul, lifting the heavy weight of addiction for the day. With solemn rites and sacred offerings, the target is freed from the grip of their addiction, but only for a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 2 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this soul be free from the chains of addiction.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite on a target, temporarily removing any negative effects from any ‘Addiction Flaws’ for the remainder of the day. The target will continue to suffer from the addiction flaw the following day, or as soon as this rite is no longer active.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite grants temporary relief from any Addiction Flaws, but the underlying addiction remains. If another rite is performed on the target, this rite is no longer in effect and the addictions symptoms return immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remain Steadfast====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon The Divine to strengthen the resolve of others, shielding them from the forces that would seek to bring them low.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Vocals, Holy Symbol, 1 unit of Holy Water per target (up to 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Remain steadfast in the face of ruin.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (each participant must be part of the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, up to three target characters who have taken part in the rite must call “No Effect” to the first “Strike Down” call that successfully hits them. This benefit lasts for 1 hour or until expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Each character must be present and involved in the whole rite for the effect to apply (staying still and receiving the blessing is perfectly fine). The Religious Practitioner can be one of the three targets if they so wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Confession====&lt;br /&gt;
&#039;&#039;Through solemn prayer and divine guidance, the Religious Practitioner calls upon The Divine to open the heart of the confessor, allowing them to reveal hidden truths. This rite empowers the practitioner to interrogate the subject in the name of The Divine, compelling them to speak truthfully and revealing information that may otherwise remain concealed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 5 units of Sacred Incense per question.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Confess!”.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When the Religious Practitioner starts this rite, they may force a target to answer one question truthfully (to the best of their character&#039;s knowledge) for every 5 units of Sacred Incense used. The target can be asked a maximum of three questions, and can only have this rite performed on them once per day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes: Please be mindful that players may want to explore the game world, and that crew members are needed for encounters, so try to keep interrogations to a reasonable length.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rite of Divine Immunity====&lt;br /&gt;
&#039;&#039;Through fervent prayer and the blessings of The Divine, the Religious Practitioner calls upon a shield of divine protection, granting the target immunity to disease for a short time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this body be immune to sickness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner casts this rite upon a target, granting them immunity to all diseases they do not already possess for 1 hour. While the rite is in effect, the target does not count as being within 2 meters of any source of a disease (such as an infected character). Time spent within 2 meters of an infected individual does not contribute to the cumulative exposure required to contract the disease during this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: After the rite ends, the target will return to their normal state and can be exposed to diseases again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scorn the Dead====&lt;br /&gt;
&#039;&#039;Through an act of divine defiance, the Religious Practitioner imbues their holy symbol with radiant power, creating a barrier against the soulless. Chanting with unwavering faith, they repel the restless dead and those who walk without a soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water and 1 unit of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I scorn the dead’s presence.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner charges their Holy Symbol with sacred power. Once charged, the Practitioner may brandish their Holy Symbol and speak the phrase “By the power of The Divine, I scorn the dead’s presence...” while continuously chanting and holding the symbol aloft. While doing so, no Soulless creature may enter within 5 feet of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The symbol remains charged for 1 hour or until used. The effect ends immediately if the Practitioner stops chanting or lowers their Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Share the Burden====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the compassion of The Divine to ease the suffering of the weary. Through prayer and ritual, the practitioner offers their own strength in exchange for the burdens of another, lifting the weight of fatigue from those in need.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 2 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Share the burden, lighten the weary heart.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the target must be present and take part in the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner takes on the fatigue of a willing character who has the Fatigue effect. The Fatigue effect is transferred to the Practitioner, retaining the same remaining time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target must be present and take part in the whole rite for the effect to apply. This rite does not stack with other Fatigue effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spirit Ward====&lt;br /&gt;
&#039;&#039;Through sacred ritual and divine invocation, the Religious Practitioner establishes a temporary sanctuary against the presence of spirits, compelling them to flee from the holy authority of the rite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Sacred Incense, 2 units of Holy Water, and 2 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “I invoke a spirit ward.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Self.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, for the next 5 minutes, the Religious Practitioner may call “Spirit Ward” at any time as often as they like. Whilst this is being called, any Spirit within 10 feet of the Practitioner must immediately retreat to beyond that distance as quickly as possible. Spirits may not enter within 10 feet of the Practitioner while the ward remains active. After the effect of the rite has ended, the Religious Practitioner will gain the Fatigue effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unshaken Resolve====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes the power of The Divine to grant an individual unyielding courage, enabling them to face their fears with unshakable strength. For the duration of the blessing, they are shielded from the effects of fear, standing firm against any supernatural or mental assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol and 5 units of Sacred Incense.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Unshaken Resolve, stand firm against the darkness.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (the Practitioner must make physical contact with the target).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, one target character must call “No Effect” to all &amp;quot;Fear&amp;quot; effects that would otherwise affect them for 1 hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The character must be present and involved in the whole rite for the effect to apply (remaining still and receiving the blessing is perfectly acceptable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warding of the Purse====&lt;br /&gt;
&#039;&#039;With divine favour, the Religious Practitioner invokes a protective aura around a person, preventing any illicit hands from taking what is not theirs. Through solemn prayer and sacred rites, The Divine grants the target a ward that shields them from the act of pickpocketing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 2 units of Holy Water, 1 unit of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let no thief’s hand touch what is not theirs.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The Religious Practitioner places a divine ward on a person. For the remainder of the day, if the target is pickpocketed using a &amp;quot;Pickpocket Token&amp;quot; (see [[In_Character_Theft|In Character Theft: Pickpocket]]), they will call &amp;quot;No Effect&amp;quot; when a referee informs them of the pickpocketing. The ward does not make the target aware of who attempted to pickpocket them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Major Rites==&lt;br /&gt;
All Major  Rites take 5 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Exchange====&lt;br /&gt;
&#039;&#039;Through one of the most sacred and harrowing rituals known to the faithful, the Religious Practitioner channels the force of a willing soul to breathe life into the recently departed. This act is one of immense power and sacrifice, requiring unwavering conviction and absolute clarity of mind from all involved. In offering one life to restore another, the Religious Practitioner reaffirms the cycle of spirit, guided solely by the will of The Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 25 units of Sacred Incense, 25 units of Anointed Candle, 25 units of Holy Water, and 25 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “with this Divine Exchange, I offer one life to restore another.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: This rite may be performed on a body that has died within the last hour and does not possess the ‘Laid to Rest’ or ‘Defiled’ effects. The Religious Practitioner takes the life of a willing, living character and transfers their life force into the corpse. The living character immediately dies and gains the ‘Laid to Rest’ effect. The deceased target is returned to life at 1 hitpoint, Fatigued and is no longer considered ‘Dead’ as per the death and dying rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The living participant must be willing, conscious, and not under any mind-altering effects. The Religious Practitioner may not use the ‘In our darkest hour…’ sub skill to waive the component cost. Neither the target or the Sacrifice can have the Atheist flaw.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite CAN target a dead character&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
This rite requires a Referee to be present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Oath====&lt;br /&gt;
&#039;&#039;In solemn ceremony and under the watchful gaze of the Divine, two willing individuals bind themselves to an unbreakable oath. Such vows are not made lightly, for to betray the oath is to forfeit one’s life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 5 units of Anointed Candle, 5 units of Sacred Incense, 5 units of Holy Water and 5 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “Let this Divine Oath be witnessed and sealed.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (both participants must be present and in physical contact with the Religious Practitioner during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, two willing participants make a verbal agreement witnessed by the Divine. Once the rite is completed, each participant is spiritually bound to uphold the terms they agreed upon. If either breaks their oath, they will die before the end of that day. The manner of death is up to the player, whether in a blaze of glory, in their sleep, or by other fitting means, but the outcome is final. The character will be considered dead at time-out, if not sooner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The terms of the oath must be clearly spoken aloud and agreed to by both participants during the rite. A Referee must be present to witness and record the oath and the characters involved. Once sealed, the participants are bound to it until they die, the oath is fulfilled or other in-game means decided by a referee. The terms of the oath are literal and will be interpreted at the discretion of referees.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Divine Revelation====&lt;br /&gt;
&#039;&#039;Through focused devotion and sacred offerings, the Religious Practitioner entreats the Divine to reveal hidden truths tied to objects touched by fate, death, or deep emotion. With the right item and intent, the Religious Practitioner may uncover glimpses of past actions or spiritual resonance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Anointed Candle, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I seek Divine Revelation.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch (item must be held or placed upon a sanctified surface during the rite).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: When this rite is performed, the Religious Practitioner may ask one spiritually focused question relating to a single item used as the focus of the rite. Examples include a bloodied weapon, a personal item, a lock of hair, or a diary. If successful, the Divine offers insight through a Referee, who will provide a short, relevant answer based on the item’s spiritual resonance and past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This requires a Referee. The answer given will not always be direct, and may come as an impression, vision, feeling, or cryptic phrase, at the discretion of the Referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Exorcise Spirits====&lt;br /&gt;
&#039;&#039;With sacred authority and the power of The Divine, the Religious Practitioner banishes lingering spirits from the mortal realm, bringing an end to their unnatural presence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 3 units of Holy Water, and 3 units of Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Exorcise this Spirit.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: After completing the rite, the Religious Practitioner has 30 seconds to call “Exorcise Spirit” on a visible target within 15 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
If the target is a Spirit, it is immediately destroyed. This rite has no effect on any other type of creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Some Spirits may be immune to this rite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Protect the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner calls upon the Divine to harden the spirit of the faithful, shielding them from the unearthly anguish that breaks lesser souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, and 3 units of Blessed Food.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I Protect the Soul in Sacred Fire.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Whilst this rite is in effect the target becomes immune to the effects of any Spiritual Traumatic Wounds they have for the rest of the day (until time-out).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The target still has the Spiritual Traumatic Wounds, so can still gain new ones, but will not take their effects whilst this rite is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Séance====&lt;br /&gt;
&#039;&#039;In quiet devotion, the Religious Practitioner gathers the faithful and opens the veil between worlds. Through prayer and offering, they call upon a spirit to answer questions from beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 3 units of Sacred Incense, 2 units of Anointed Candle per participant (up to 5 participants maximum).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I open the veil and call forth a spirit to this circle.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Must be performed at the Altar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once per day, the Religious Practitioner may perform this rite to begin a Séance. The Religious Practitioner may attempt to contact a local spirit or, if known to them, a specific spirit by name (not necessarily in the local area). Up to four other individuals may take part, for a total of five participants. Upon completion of the rite, each participant may ask the spirit a single question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: A Referee must be present for this rite. The spirit must answer truthfully to the best of their knowledge. This can require a conversation with the game team, so we ask that players give a referee a heads up that they want to perform a Séance and what questions they will have in advance. This will help the game team prepare for the outcome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith====&lt;br /&gt;
&#039;&#039;Through a solemn rite invoking the unwavering strength of The Divine, the Religious Practitioner creates a sacred bond between those gathered. This bond shields them from the brink of death, warding away fatal blows through divine protection. Only those who stand in prayer, united in faith, may receive this blessing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar and 1 unit of each of the following consumable per target of the rite; Sacred Incense, Blessed Food, Holy Water and Anointed Candle.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let their lives be spared through faith.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to three characters who took part. Each of those characters may call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fatal&amp;quot; call that affects them that day. This protection lasts until it is used or until the end of the day, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sin Eater====&lt;br /&gt;
&#039;&#039;Through divine intervention and the sacred bond of the Religious Practitioner, the burden of affliction is transferred, allowing one to bear the weight of another&#039;s suffering.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 2 units of Sacred Incense, 2 units of Blessed Food, 2 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: &amp;quot;By the power of The Divine&amp;quot; and &amp;quot;Let this burden pass from vessel unto me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: The target loses all Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds, and Fatigue effects.&amp;lt;br&amp;gt; &lt;br /&gt;
The Religious Practitioner gains all the Diseases, Tinctures, Elixirs, Physical and Spiritual Traumatic Wounds the target has just lost.&amp;lt;br&amp;gt;&lt;br /&gt;
The Religious Practitioner will also gain the Fatigued effect.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: This rite does not destroy, cure, or nullify Diseases, Tinctures, Elixirs, Physical/Spiritual Traumatic Wounds, or Fatigue effects. It simply transfers these afflictions to the Religious Practitioner.&lt;br /&gt;
The Religious Practitioner gains the Fatigued effect even if the target did not have it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tether the Soul====&lt;br /&gt;
&#039;&#039;The Religious Practitioner invokes a sacred link between themselves and a chosen creature, binding its spirit through divine authority. So long as the Religious Practitioner maintains their focus and voice, the creature is held fast, its will subdued beneath the weight of the Divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, 3 units of Sacred Incense, 2 units of Anointed Candle, 3 units of Blessed Food, and 3 units of Holy Water.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of the Divine” and “I tether this soul to mine.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Up to 30 seconds after completing this rite, the Religious Practitioner may brandish their Holy Symbol at a single creature within 10 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
Whilst the Religious Practitioner continually chants “I tether this soul to mine” the target may not willingly move more than 10 feet away from the Religious Practitioner or take direct hostile action toward them. A creature can be ‘tethered’ for a maximum of 5 minutes.  &amp;lt;br&amp;gt;&lt;br /&gt;
This effect ends immediately if the Religious Practitioner stops chanting, lowers their symbol, the creature takes damage, or another rite is performed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This rite will not work on living humans.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: Only one target may be tethered at a time, but more than one Religious Practitioner can tether the same target. If the rite is not activated before the Religious Practitioner performs another rite, it is lost. Some creatures might require to be tethered by multiple Religious Practitioners.&lt;br /&gt;
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====The Shepherd and Their Flock====&lt;br /&gt;
&#039;&#039;Through sacred prayer and a bond of shared origin, the Religious Practitioner invokes The Divine to safeguard those who walk a common path. United in faith and background, the flock stands protected against forces that seek to scatter or break them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Components&#039;&#039;&#039;: Holy Symbol, Altar, 1 unit of Sacred Incense and 1 unit of Blessed Food per character targeted.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Required Vocals&#039;&#039;&#039;: “By the power of The Divine” and “Let this flock from [insert background] be protected as one.”&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: All participants must be within 15 feet of the Altar and share the same character background as the Religious Practitioner. They must remain engaged for the duration of the rite.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Upon completion of the rite, the Religious Practitioner may bless up to ten characters who took part in the Rite that have the same Character Background as the Religious Practitioner. Each of those characters must call &amp;quot;No Effect&amp;quot; to the first &amp;quot;Fear&amp;quot;, &amp;quot;Strike Down&amp;quot;, or &amp;quot;Mangle&amp;quot; call that affects them, the Religious practitioner must specify which call is being protected against in the rite (only one call can be protected against and all targets must have the same protection). This protection lasts all day or until used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;: The backgrounds that can be used in the vocals are: ‘Tamarillo’, ‘Goldrock’, ‘Wheatstan’, ‘Fortune City’ and ‘Wanderers’. The Religious Practitioner may only use the background that matches their character.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=545</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=545"/>
		<updated>2026-03-19T21:18:06Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Religious Practitioner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp.&lt;br /&gt;
To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world. &lt;br /&gt;
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== One Character, One Story ==&lt;br /&gt;
Players may only have one active character at a time in the game world.&lt;br /&gt;
Other than experience point advancements, a character’s skills remain the same between events.&lt;br /&gt;
In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.&lt;br /&gt;
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== Creating a New Character ==&lt;br /&gt;
A new character can only be created if the current one dies or the player chooses to permanently retire them.&lt;br /&gt;
IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.&lt;br /&gt;
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With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.&lt;br /&gt;
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= How to make a Character =&lt;br /&gt;
This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:&amp;lt;br&amp;gt;&lt;br /&gt;
Step 1: Stuff Y’all Get for Free&amp;lt;br&amp;gt;&lt;br /&gt;
Step 2: Picking a Background&amp;lt;br&amp;gt;&lt;br /&gt;
Step 3: Picking a Flaw&amp;lt;br&amp;gt;&lt;br /&gt;
Step 4: Picking Archetypes and Sub-Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.&lt;br /&gt;
*Prayers from religious practitioners seem amplified.&lt;br /&gt;
*Tinctures and elixirs have far greater effects.&lt;br /&gt;
*Surgeons can perform treatments in minutes instead of weeks.&lt;br /&gt;
&lt;br /&gt;
This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.&lt;br /&gt;
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= What y’all start with =&lt;br /&gt;
Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation. &lt;br /&gt;
&lt;br /&gt;
All characters start with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 Global Hits&#039;&#039;&#039; (your base health).&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039; – You can read and write.&lt;br /&gt;
*&#039;&#039;&#039;Numeracy&#039;&#039;&#039; – You can count and perform mathematics.&lt;br /&gt;
*&#039;&#039;&#039;Cartography&#039;&#039;&#039; – You can read and create maps.&lt;br /&gt;
*&#039;&#039;&#039;Firearm Proficiency&#039;&#039;&#039; – You know how to handle and fire guns.&lt;br /&gt;
*&#039;&#039;&#039;Melee &amp;amp; Throwing Weapon Proficiency&#039;&#039;&#039; – You can wield melee and throwing weapons.&lt;br /&gt;
*&#039;&#039;&#039;$100 Starting Funds&#039;&#039;&#039; – Money saved up to make your way out West.&lt;br /&gt;
&lt;br /&gt;
This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.&lt;br /&gt;
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= Backgrounds =&lt;br /&gt;
Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences.&lt;br /&gt;
While your Background influences your character&#039;s past, it is not the same as their personal backstory—that part is up to you to create!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose One of the Following Backgrounds: &lt;br /&gt;
&lt;br /&gt;
=== Tamarillo ===&lt;br /&gt;
Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 1 additional Global Hit.&lt;br /&gt;
&lt;br /&gt;
=== Goldrock ===&lt;br /&gt;
Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 random Crafting Components at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wheatstan ===&lt;br /&gt;
Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Fortune City ===&lt;br /&gt;
The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains $20 at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wanderer === &lt;br /&gt;
Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.&lt;br /&gt;
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This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!&lt;br /&gt;
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= Flaws =&lt;br /&gt;
Step 3: Picking a Flaw&lt;br /&gt;
&lt;br /&gt;
In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.&lt;br /&gt;
&lt;br /&gt;
Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.&lt;br /&gt;
&lt;br /&gt;
Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.&lt;br /&gt;
&lt;br /&gt;
Choose wisely, and embrace the challenges that come with being less than perfect!   &lt;br /&gt;
&lt;br /&gt;
Below is a list of Flaws, you must pick 1 of these Flaws when creating your character: &lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:                                                           &lt;br /&gt;
*Soothers Draft&lt;br /&gt;
*Nerve Draft&lt;br /&gt;
*Liniment Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.&lt;br /&gt;
&lt;br /&gt;
=== Atheist ===&lt;br /&gt;
Your character cannot be effected by or perform Religious Rites. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Dicky tum ===&lt;br /&gt;
Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.&lt;br /&gt;
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=== Fleeting ===&lt;br /&gt;
Your character has half the normal death count. This means your death count is now only 1 minute total.&lt;br /&gt;
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=== Frail ===&lt;br /&gt;
Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Glass Jaw ===&lt;br /&gt;
Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered &amp;quot;unconscious.&amp;quot; You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.&lt;br /&gt;
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=== Gun Shy ===&lt;br /&gt;
Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby.&lt;br /&gt;
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=== Hen Hearted ===&lt;br /&gt;
Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).&lt;br /&gt;
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=== Illiterate ===&lt;br /&gt;
You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby . If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to  Academic are locked out to them and can not be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Scarred ===&lt;br /&gt;
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. &lt;br /&gt;
&lt;br /&gt;
If ‘Inspected’ by a Professional Medical Practitioner, you are not allowed to tell them how many hits you have left. Instead you must inform them that you are too scarred up to tell.&lt;br /&gt;
&lt;br /&gt;
Note: You still inform them of any Physical Traumatic Wounds, Poisons or Diseases your character has, and if they are suffering from any Mangle or Rend effects.&lt;br /&gt;
&lt;br /&gt;
=== Sick Note ===&lt;br /&gt;
Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:&lt;br /&gt;
*Low: 1 hour of close contact to contract from a diseased character or item.&lt;br /&gt;
*Medium: 30 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*High:15 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*Very High: 7 and a half minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
&lt;br /&gt;
Items do not normally carry or transmit disease, but specific items in game might.&lt;br /&gt;
&lt;br /&gt;
=== Wasteful ===&lt;br /&gt;
Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters&#039; money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.&lt;br /&gt;
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If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.&lt;br /&gt;
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= Archetypes and Sub-skills =&lt;br /&gt;
When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession. &lt;br /&gt;
&lt;br /&gt;
The Archetypes are:&amp;lt;br&amp;gt;&lt;br /&gt;
Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Crafter&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
Religious Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These archetypes can be matched any way you like, for example:&lt;br /&gt;
Professional Gunslinger and Hobbyist Medical Practitioner &lt;br /&gt;
Professional Religious Practitioner and Hobbyist Criminal&lt;br /&gt;
Professional Academic and Hobbyist Provisioner&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Or in the case of a Wanderer you could be:&lt;br /&gt;
Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger &lt;br /&gt;
Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner&lt;br /&gt;
Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.&lt;br /&gt;
&lt;br /&gt;
Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.&lt;br /&gt;
&lt;br /&gt;
After choosing Professions and Hobbies characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.   &lt;br /&gt;
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For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:&lt;br /&gt;
&lt;br /&gt;
Background: Fortune city&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw: Gun Shy&amp;lt;br&amp;gt;&lt;br /&gt;
Profession: Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby: Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Sub-skills:&lt;br /&gt;
*Extra Recipes (Apothecary Sub-skill)&lt;br /&gt;
*Analyse (Apothecary Sub-skill)&lt;br /&gt;
*Duplicate (Apothecary Sub-skill)&lt;br /&gt;
*Lecturer (Academic Sub-skill)&lt;br /&gt;
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The Archetypes are:&lt;br /&gt;
&lt;br /&gt;
=== Academic ===&lt;br /&gt;
Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can Write into AND Teach Knowledge from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event. &lt;br /&gt;
*Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;&lt;br /&gt;
*Can Write into OR Teach from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Textbook &amp;amp; Knowledge:&#039;&#039; &lt;br /&gt;
Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively.&lt;br /&gt;
An Academic can write any piece of knowledge into their Textbook from one of 3 sources:&lt;br /&gt;
*Being taught by another Academic.&lt;br /&gt;
*Being taught by another Apothecary, Crafter, or Religious Practitioner.&lt;br /&gt;
*Their own knowledge gained from one of their other Professions/Hobbies.&lt;br /&gt;
&lt;br /&gt;
An Academic can teach any piece of knowledge from their Textbook to the following:&lt;br /&gt;
*Another Academic.&lt;br /&gt;
*Recipes to Apothecaries.&lt;br /&gt;
*Schematics to Crafters.&lt;br /&gt;
*Religious Rites to Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
Academics are assumed to have every Recipe, Schematic, and Religious Rite they know from their other Profession/Hobbys in their text book. If they learn a new Recipe/Schematic/Religious Rite, for example the &#039;Big Book of Worship&#039; Religious Practitioner Sub Skill, they will also have it in their Textbook.&lt;br /&gt;
&lt;br /&gt;
The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
*The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through Teaching from a Textbook.&amp;lt;br&amp;gt;&lt;br /&gt;
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*Just because an Academic has Knowledge (Religious Rites, Schematics and Recipes) in their text book, does not mean they automatically know how to use it. They will have to spend time learning as per teaching from their Textbook mentioned above.&lt;br /&gt;
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==== Academic sub-skills ====&lt;br /&gt;
===== Sponsored =====&lt;br /&gt;
Gains an additional $20 at the start of each event. Players can decide who is sponsoring them. &lt;br /&gt;
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===== Lecturer =====&lt;br /&gt;
Can Teach 2 Characters at the same time. Must be the same piece of information. &lt;br /&gt;
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===== Researcher =====&lt;br /&gt;
Can Write into their Textbook an additional time per day.&lt;br /&gt;
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===== Intuition =====&lt;br /&gt;
Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.&lt;br /&gt;
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=== Apothecary ===&lt;br /&gt;
Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can know and learn Elixir and Tincture Recipes.&lt;br /&gt;
*Start with 1 Elixir and 5 Tincture Recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See &amp;quot;Making Tinctures and Elixirs &amp;quot; for details. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;:&lt;br /&gt;
 &lt;br /&gt;
*Can know and learn Tincture Recipes. &lt;br /&gt;
*Starts with 3 Tincture recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Tinctures. See &amp;quot;Apothecary’s Elixirs and Tinctures&amp;quot; for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).&lt;br /&gt;
 &lt;br /&gt;
==== Apothecary sub-skills ==== &lt;br /&gt;
===== Extra Recipes =====&lt;br /&gt;
Knows 3 additional Recipes for Elixir&#039;s/Tincher&#039;s. Can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
===== Evaluate =====&lt;br /&gt;
Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.&lt;br /&gt;
&lt;br /&gt;
===== Analyse =====&lt;br /&gt;
Lets the Apothecary destroy an Elixir or Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
===== Duplicate =====&lt;br /&gt;
Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note&#039;&#039;&#039;&lt;br /&gt;
*A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).&lt;br /&gt;
*It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).&lt;br /&gt;
*Laboratories take 10 minutes to set up and pack away and must be carried by two people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafter ===&lt;br /&gt;
&lt;br /&gt;
Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters&#039; skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can with and learn Major, Intermediate and Minor Schematics.&lt;br /&gt;
*Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.&lt;br /&gt;
*Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Intermediate and Minor Schematics.&lt;br /&gt;
*Starts with 1 Intermediate and 3 Minor Schematics&lt;br /&gt;
*Can use Crafting Components from Intermediate and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workshop:&#039;&#039;&#039;&lt;br /&gt;
*A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it  is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.&lt;br /&gt;
*It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
*Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.&lt;br /&gt;
&lt;br /&gt;
==== Crafting sub-skills ====&lt;br /&gt;
===== Extra Schematics =====&lt;br /&gt;
Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.&lt;br /&gt;
===== Inspect =====&lt;br /&gt;
Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.&lt;br /&gt;
===== Backwards engineering =====&lt;br /&gt;
Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.&lt;br /&gt;
===== Scrap =====&lt;br /&gt;
Lets a Crafter destroy an item to receive half of its base components, rounding up,  after 5 minutes of role play and a Workshop. Once per day.  Can be used alongside backwards engineering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Criminal ===&lt;br /&gt;
&lt;br /&gt;
Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $20 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, up to three draws (See Launder money). &lt;br /&gt;
*Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $10 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, 1 draw (See Launder money). &lt;br /&gt;
*Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launder money:&#039;&#039;&#039;&lt;br /&gt;
*The player can visit the post office and draw a random token from a bag. Each draw will result in either an &amp;quot;obtained illegally&amp;quot; token or a &amp;quot;complication&amp;quot; token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.&lt;br /&gt;
*Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.&lt;br /&gt;
*Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
The specifics of the &amp;quot;obtained illegally&amp;quot; are up to the player’s imagination, whether it&#039;s laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Criminal sub-skills ====&lt;br /&gt;
===== Criminal Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Bookie =====&lt;br /&gt;
Once per day during a “Launder Money” action,  allows you to redraw the outcome once.  &lt;br /&gt;
===== Fence =====&lt;br /&gt;
Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.&lt;br /&gt;
===== Charmer =====&lt;br /&gt;
3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target,  declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
&lt;br /&gt;
Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 30 seconds of roleplay. &lt;br /&gt;
*Starts with an additional 3 global hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Once per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 1 minute of roleplay.&lt;br /&gt;
*Starts with an additional 2 global hits. &lt;br /&gt;
&lt;br /&gt;
==== Gunslinger sub-skills ====&lt;br /&gt;
===== Dead Eye =====&lt;br /&gt;
The character can call Mangle with a firearm one additional time per day. &lt;br /&gt;
===== Bar Brawler =====&lt;br /&gt;
Twice per day, the character can ignore a Knockdown effect by calling &amp;quot;No effect, Knockdown.&amp;quot; &lt;br /&gt;
===== I didn’t hear no bell =====&lt;br /&gt;
The character can still use a firearm during the first half of their Death Count.&lt;br /&gt;
===== Shake it off =====&lt;br /&gt;
Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling &amp;quot;No effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Practitioner ===&lt;br /&gt;
&lt;br /&gt;
A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock&#039;s body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see [[Healing|Healing]]) using a Medical Bag. &lt;br /&gt;
*Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 5 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
*After 1 minute of appropriate roleplay &#039;&#039;&#039;Inspecting&#039;&#039;&#039; another character, the Medical Practitioner can determine all of the following:&lt;br /&gt;
**How many hits the character has remaining.&lt;br /&gt;
**Any Traumatic Physical Wounds or Diseases the character has.&lt;br /&gt;
**If the character has any Rend or Mangle effects on them.&lt;br /&gt;
**If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see Healing) using a Medical Bag.&lt;br /&gt;
*Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 2 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Practitioner sub-skills ====&lt;br /&gt;
===== Medicine =====&lt;br /&gt;
Lets a Medical Practitioner destroy any number of Apothecary Ingredients to reduce the healing time of Surgery by 1 minute per ingredient destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Multitask =====&lt;br /&gt;
Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.&lt;br /&gt;
===== Staunch the wound =====&lt;br /&gt;
Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character  - but not heal any damage. Wounds remain staunched for 1 minute or until healing is started or more damage is taken where they will continue their death count from where it was paused. Wounds can be staunched multiple times, resetting the 1 minute timer each time. Requires a medical bag.&lt;br /&gt;
===== Autopsy =====&lt;br /&gt;
After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Bag:&#039;&#039;&#039;&lt;br /&gt;
A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies).&lt;br /&gt;
It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provisioner ===&lt;br /&gt;
&lt;br /&gt;
Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 10 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 5 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Foraging =====&lt;br /&gt;
&lt;br /&gt;
Foraging is how Provisioners gather resources during play.&lt;br /&gt;
&lt;br /&gt;
To Forage, a Provisioner must spend a total of 30 minutes per day roleplaying searching for resources. This can be done all at once or split across the day.&lt;br /&gt;
After completing this, they should go to the Post Office to receive their resources.&lt;br /&gt;
&lt;br /&gt;
====== Choosing Resources ======&lt;br /&gt;
&lt;br /&gt;
When collecting resources, the Provisioner must choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
====== Random Resources ======&lt;br /&gt;
The Provisioner receives a number of random resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 8 resources  &lt;br /&gt;
* +4 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +2 resources if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These resources can be split between &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; and &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; in any way the player chooses.&lt;br /&gt;
&lt;br /&gt;
====== Specific Resources ======&lt;br /&gt;
The Provisioner selects exactly which resources they receive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 2 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* +2 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +1 resource if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These can be any specific &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; or &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; of the player’s choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To receive &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039;, when &#039;&#039;&#039;Foraging&#039;&#039;&#039; the Provisioner must have a &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; and the &#039;&#039;&#039;Hunter&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
This applies whether the resources are chosen specifically or gained randomly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Provisioner sub-skills ====&lt;br /&gt;
&lt;br /&gt;
===== Provisioner Body Development =====&lt;br /&gt;
The character has 2 additional global hits. &lt;br /&gt;
&lt;br /&gt;
===== Gatherer =====&lt;br /&gt;
Can collect additional resources when Foraging. See &#039;&#039;&#039;Foraging&#039;&#039;&#039; for Details&lt;br /&gt;
&lt;br /&gt;
===== Hunter =====&lt;br /&gt;
With appropriate roleplay, the Provisioner may collect &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039; Crafting Components from slain beasts or monsters. The creature will either hand over the resources, direct the Provisioner to a referee, or inform the player that no resources are available. This is separate from Foraging.  &lt;br /&gt;
&lt;br /&gt;
The Provisioner may also use the crafted item &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; when &#039;&#039;&#039;Foraging&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Revenant =====&lt;br /&gt;
Once per event, the character may rise after reaching their death count with 1 hit point but gains the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This does not work if they have been executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Religious Practitioner ===&lt;br /&gt;
&lt;br /&gt;
People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Can learn any number of Religious Rites.&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Major and 6 Minor Religious Rites.&lt;br /&gt;
*After 1 minute of appropriate roleplay ‘Inspecting’ another character, the Religious Practitioner can determine any Spiritual Traumatic Wounds the character has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Minor Religious Rites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites:&#039;&#039;&#039;&lt;br /&gt;
A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See [[Religious Rites]] for a full list of Rites and mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Religious Practitioner sub-skills ====&lt;br /&gt;
===== Big Book of Worship =====&lt;br /&gt;
Knows 1 additional Major Rite. Can be taken multiple times.&lt;br /&gt;
===== Small Book of Worship =====&lt;br /&gt;
Knows 2 additional Minor Rites. Can be taken multiple times.&lt;br /&gt;
===== Well Versed =====&lt;br /&gt;
Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).&lt;br /&gt;
===== In our darkest hour… =====&lt;br /&gt;
Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting.&lt;br /&gt;
It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).&lt;br /&gt;
*An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.&lt;br /&gt;
*A Holy Symbol should be small enough to be held in a hand or worn around the neck.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=544</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=544"/>
		<updated>2026-03-19T21:17:39Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Provisioner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp.&lt;br /&gt;
To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One Character, One Story ==&lt;br /&gt;
Players may only have one active character at a time in the game world.&lt;br /&gt;
Other than experience point advancements, a character’s skills remain the same between events.&lt;br /&gt;
In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Character ==&lt;br /&gt;
A new character can only be created if the current one dies or the player chooses to permanently retire them.&lt;br /&gt;
IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.&lt;br /&gt;
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With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.&lt;br /&gt;
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= How to make a Character =&lt;br /&gt;
This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:&amp;lt;br&amp;gt;&lt;br /&gt;
Step 1: Stuff Y’all Get for Free&amp;lt;br&amp;gt;&lt;br /&gt;
Step 2: Picking a Background&amp;lt;br&amp;gt;&lt;br /&gt;
Step 3: Picking a Flaw&amp;lt;br&amp;gt;&lt;br /&gt;
Step 4: Picking Archetypes and Sub-Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.&lt;br /&gt;
*Prayers from religious practitioners seem amplified.&lt;br /&gt;
*Tinctures and elixirs have far greater effects.&lt;br /&gt;
*Surgeons can perform treatments in minutes instead of weeks.&lt;br /&gt;
&lt;br /&gt;
This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.&lt;br /&gt;
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= What y’all start with =&lt;br /&gt;
Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation. &lt;br /&gt;
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All characters start with:&lt;br /&gt;
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*&#039;&#039;&#039;3 Global Hits&#039;&#039;&#039; (your base health).&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039; – You can read and write.&lt;br /&gt;
*&#039;&#039;&#039;Numeracy&#039;&#039;&#039; – You can count and perform mathematics.&lt;br /&gt;
*&#039;&#039;&#039;Cartography&#039;&#039;&#039; – You can read and create maps.&lt;br /&gt;
*&#039;&#039;&#039;Firearm Proficiency&#039;&#039;&#039; – You know how to handle and fire guns.&lt;br /&gt;
*&#039;&#039;&#039;Melee &amp;amp; Throwing Weapon Proficiency&#039;&#039;&#039; – You can wield melee and throwing weapons.&lt;br /&gt;
*&#039;&#039;&#039;$100 Starting Funds&#039;&#039;&#039; – Money saved up to make your way out West.&lt;br /&gt;
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This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.&lt;br /&gt;
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= Backgrounds =&lt;br /&gt;
Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences.&lt;br /&gt;
While your Background influences your character&#039;s past, it is not the same as their personal backstory—that part is up to you to create!&lt;br /&gt;
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Choose One of the Following Backgrounds: &lt;br /&gt;
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=== Tamarillo ===&lt;br /&gt;
Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 1 additional Global Hit.&lt;br /&gt;
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=== Goldrock ===&lt;br /&gt;
Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 random Crafting Components at the start of each event.&lt;br /&gt;
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=== Wheatstan ===&lt;br /&gt;
Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.&lt;br /&gt;
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*Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.&lt;br /&gt;
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=== Fortune City ===&lt;br /&gt;
The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.&lt;br /&gt;
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*Bonus: Your character gains $20 at the start of each event.&lt;br /&gt;
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=== Wanderer === &lt;br /&gt;
Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.&lt;br /&gt;
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*Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.&lt;br /&gt;
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This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!&lt;br /&gt;
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= Flaws =&lt;br /&gt;
Step 3: Picking a Flaw&lt;br /&gt;
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In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.&lt;br /&gt;
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Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.&lt;br /&gt;
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Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.&lt;br /&gt;
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Choose wisely, and embrace the challenges that come with being less than perfect!   &lt;br /&gt;
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Below is a list of Flaws, you must pick 1 of these Flaws when creating your character: &lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:                                                           &lt;br /&gt;
*Soothers Draft&lt;br /&gt;
*Nerve Draft&lt;br /&gt;
*Liniment Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.&lt;br /&gt;
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=== Atheist ===&lt;br /&gt;
Your character cannot be effected by or perform Religious Rites. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.&lt;br /&gt;
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=== Dicky tum ===&lt;br /&gt;
Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.&lt;br /&gt;
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=== Fleeting ===&lt;br /&gt;
Your character has half the normal death count. This means your death count is now only 1 minute total.&lt;br /&gt;
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=== Frail ===&lt;br /&gt;
Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.&lt;br /&gt;
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=== Glass Jaw ===&lt;br /&gt;
Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered &amp;quot;unconscious.&amp;quot; You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.&lt;br /&gt;
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=== Gun Shy ===&lt;br /&gt;
Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby.&lt;br /&gt;
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=== Hen Hearted ===&lt;br /&gt;
Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).&lt;br /&gt;
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=== Illiterate ===&lt;br /&gt;
You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby . If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to  Academic are locked out to them and can not be used until the flaw is removed.&lt;br /&gt;
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=== Scarred ===&lt;br /&gt;
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. &lt;br /&gt;
&lt;br /&gt;
If ‘Inspected’ by a Professional Medical Practitioner, you are not allowed to tell them how many hits you have left. Instead you must inform them that you are too scarred up to tell.&lt;br /&gt;
&lt;br /&gt;
Note: You still inform them of any Physical Traumatic Wounds, Poisons or Diseases your character has, and if they are suffering from any Mangle or Rend effects.&lt;br /&gt;
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=== Sick Note ===&lt;br /&gt;
Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:&lt;br /&gt;
*Low: 1 hour of close contact to contract from a diseased character or item.&lt;br /&gt;
*Medium: 30 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*High:15 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*Very High: 7 and a half minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
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Items do not normally carry or transmit disease, but specific items in game might.&lt;br /&gt;
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=== Wasteful ===&lt;br /&gt;
Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters&#039; money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.&lt;br /&gt;
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If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.&lt;br /&gt;
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= Archetypes and Sub-skills =&lt;br /&gt;
When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession. &lt;br /&gt;
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The Archetypes are:&amp;lt;br&amp;gt;&lt;br /&gt;
Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Crafter&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
Religious Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These archetypes can be matched any way you like, for example:&lt;br /&gt;
Professional Gunslinger and Hobbyist Medical Practitioner &lt;br /&gt;
Professional Religious Practitioner and Hobbyist Criminal&lt;br /&gt;
Professional Academic and Hobbyist Provisioner&lt;br /&gt;
etc…&lt;br /&gt;
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Or in the case of a Wanderer you could be:&lt;br /&gt;
Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger &lt;br /&gt;
Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner&lt;br /&gt;
Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary&lt;br /&gt;
etc…&lt;br /&gt;
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Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.&lt;br /&gt;
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Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.&lt;br /&gt;
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After choosing Professions and Hobbies characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.   &lt;br /&gt;
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For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:&lt;br /&gt;
&lt;br /&gt;
Background: Fortune city&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw: Gun Shy&amp;lt;br&amp;gt;&lt;br /&gt;
Profession: Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby: Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Sub-skills:&lt;br /&gt;
*Extra Recipes (Apothecary Sub-skill)&lt;br /&gt;
*Analyse (Apothecary Sub-skill)&lt;br /&gt;
*Duplicate (Apothecary Sub-skill)&lt;br /&gt;
*Lecturer (Academic Sub-skill)&lt;br /&gt;
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The Archetypes are:&lt;br /&gt;
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=== Academic ===&lt;br /&gt;
Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.&lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can Write into AND Teach Knowledge from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event. &lt;br /&gt;
*Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.&lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;&lt;br /&gt;
*Can Write into OR Teach from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event.&lt;br /&gt;
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&#039;&#039;Textbook &amp;amp; Knowledge:&#039;&#039; &lt;br /&gt;
Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively.&lt;br /&gt;
An Academic can write any piece of knowledge into their Textbook from one of 3 sources:&lt;br /&gt;
*Being taught by another Academic.&lt;br /&gt;
*Being taught by another Apothecary, Crafter, or Religious Practitioner.&lt;br /&gt;
*Their own knowledge gained from one of their other Professions/Hobbies.&lt;br /&gt;
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An Academic can teach any piece of knowledge from their Textbook to the following:&lt;br /&gt;
*Another Academic.&lt;br /&gt;
*Recipes to Apothecaries.&lt;br /&gt;
*Schematics to Crafters.&lt;br /&gt;
*Religious Rites to Religious Practitioners.&lt;br /&gt;
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Academics are assumed to have every Recipe, Schematic, and Religious Rite they know from their other Profession/Hobbys in their text book. If they learn a new Recipe/Schematic/Religious Rite, for example the &#039;Big Book of Worship&#039; Religious Practitioner Sub Skill, they will also have it in their Textbook.&lt;br /&gt;
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The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.&lt;br /&gt;
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&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
*The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through Teaching from a Textbook.&amp;lt;br&amp;gt;&lt;br /&gt;
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*Just because an Academic has Knowledge (Religious Rites, Schematics and Recipes) in their text book, does not mean they automatically know how to use it. They will have to spend time learning as per teaching from their Textbook mentioned above.&lt;br /&gt;
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==== Academic sub-skills ====&lt;br /&gt;
===== Sponsored =====&lt;br /&gt;
Gains an additional $20 at the start of each event. Players can decide who is sponsoring them. &lt;br /&gt;
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===== Lecturer =====&lt;br /&gt;
Can Teach 2 Characters at the same time. Must be the same piece of information. &lt;br /&gt;
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===== Researcher =====&lt;br /&gt;
Can Write into their Textbook an additional time per day.&lt;br /&gt;
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===== Intuition =====&lt;br /&gt;
Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.&lt;br /&gt;
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=== Apothecary ===&lt;br /&gt;
Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.   &lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
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*Can know and learn Elixir and Tincture Recipes.&lt;br /&gt;
*Start with 1 Elixir and 5 Tincture Recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See &amp;quot;Making Tinctures and Elixirs &amp;quot; for details. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;:&lt;br /&gt;
 &lt;br /&gt;
*Can know and learn Tincture Recipes. &lt;br /&gt;
*Starts with 3 Tincture recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Tinctures. See &amp;quot;Apothecary’s Elixirs and Tinctures&amp;quot; for details.&lt;br /&gt;
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&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).&lt;br /&gt;
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==== Apothecary sub-skills ==== &lt;br /&gt;
===== Extra Recipes =====&lt;br /&gt;
Knows 3 additional Recipes for Elixir&#039;s/Tincher&#039;s. Can be taken multiple times.&lt;br /&gt;
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===== Evaluate =====&lt;br /&gt;
Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.&lt;br /&gt;
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===== Analyse =====&lt;br /&gt;
Lets the Apothecary destroy an Elixir or Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
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===== Duplicate =====&lt;br /&gt;
Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
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&#039;&#039;&#039;Important Note&#039;&#039;&#039;&lt;br /&gt;
*A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).&lt;br /&gt;
*It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).&lt;br /&gt;
*Laboratories take 10 minutes to set up and pack away and must be carried by two people.&lt;br /&gt;
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=== Crafter ===&lt;br /&gt;
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Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters&#039; skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.   &lt;br /&gt;
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&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can with and learn Major, Intermediate and Minor Schematics.&lt;br /&gt;
*Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.&lt;br /&gt;
*Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.&lt;br /&gt;
 &lt;br /&gt;
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&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Intermediate and Minor Schematics.&lt;br /&gt;
*Starts with 1 Intermediate and 3 Minor Schematics&lt;br /&gt;
*Can use Crafting Components from Intermediate and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop&lt;br /&gt;
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&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workshop:&#039;&#039;&#039;&lt;br /&gt;
*A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it  is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.&lt;br /&gt;
*It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
*Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.&lt;br /&gt;
&lt;br /&gt;
==== Crafting sub-skills ====&lt;br /&gt;
===== Extra Schematics =====&lt;br /&gt;
Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.&lt;br /&gt;
===== Inspect =====&lt;br /&gt;
Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.&lt;br /&gt;
===== Backwards engineering =====&lt;br /&gt;
Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.&lt;br /&gt;
===== Scrap =====&lt;br /&gt;
Lets a Crafter destroy an item to receive half of its base components, rounding up,  after 5 minutes of role play and a Workshop. Once per day.  Can be used alongside backwards engineering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Criminal ===&lt;br /&gt;
&lt;br /&gt;
Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $20 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, up to three draws (See Launder money). &lt;br /&gt;
*Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $10 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, 1 draw (See Launder money). &lt;br /&gt;
*Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launder money:&#039;&#039;&#039;&lt;br /&gt;
*The player can visit the post office and draw a random token from a bag. Each draw will result in either an &amp;quot;obtained illegally&amp;quot; token or a &amp;quot;complication&amp;quot; token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.&lt;br /&gt;
*Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.&lt;br /&gt;
*Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
The specifics of the &amp;quot;obtained illegally&amp;quot; are up to the player’s imagination, whether it&#039;s laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Criminal sub-skills ====&lt;br /&gt;
===== Criminal Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Bookie =====&lt;br /&gt;
Once per day during a “Launder Money” action,  allows you to redraw the outcome once.  &lt;br /&gt;
===== Fence =====&lt;br /&gt;
Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.&lt;br /&gt;
===== Charmer =====&lt;br /&gt;
3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target,  declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
&lt;br /&gt;
Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 30 seconds of roleplay. &lt;br /&gt;
*Starts with an additional 3 global hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Once per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 1 minute of roleplay.&lt;br /&gt;
*Starts with an additional 2 global hits. &lt;br /&gt;
&lt;br /&gt;
==== Gunslinger sub-skills ====&lt;br /&gt;
===== Dead Eye =====&lt;br /&gt;
The character can call Mangle with a firearm one additional time per day. &lt;br /&gt;
===== Bar Brawler =====&lt;br /&gt;
Twice per day, the character can ignore a Knockdown effect by calling &amp;quot;No effect, Knockdown.&amp;quot; &lt;br /&gt;
===== I didn’t hear no bell =====&lt;br /&gt;
The character can still use a firearm during the first half of their Death Count.&lt;br /&gt;
===== Shake it off =====&lt;br /&gt;
Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling &amp;quot;No effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Practitioner ===&lt;br /&gt;
&lt;br /&gt;
A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock&#039;s body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see [[Healing|Healing]]) using a Medical Bag. &lt;br /&gt;
*Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 5 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
*After 1 minute of appropriate roleplay &#039;&#039;&#039;Inspecting&#039;&#039;&#039; another character, the Medical Practitioner can determine all of the following:&lt;br /&gt;
**How many hits the character has remaining.&lt;br /&gt;
**Any Traumatic Physical Wounds or Diseases the character has.&lt;br /&gt;
**If the character has any Rend or Mangle effects on them.&lt;br /&gt;
**If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see Healing) using a Medical Bag.&lt;br /&gt;
*Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 2 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Practitioner sub-skills ====&lt;br /&gt;
===== Medicine =====&lt;br /&gt;
Lets a Medical Practitioner destroy any number of Apothecary Ingredients to reduce the healing time of Surgery by 1 minute per ingredient destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Multitask =====&lt;br /&gt;
Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.&lt;br /&gt;
===== Staunch the wound =====&lt;br /&gt;
Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character  - but not heal any damage. Wounds remain staunched for 1 minute or until healing is started or more damage is taken where they will continue their death count from where it was paused. Wounds can be staunched multiple times, resetting the 1 minute timer each time. Requires a medical bag.&lt;br /&gt;
===== Autopsy =====&lt;br /&gt;
After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Bag:&#039;&#039;&#039;&lt;br /&gt;
A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies).&lt;br /&gt;
It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provisioner ===&lt;br /&gt;
&lt;br /&gt;
Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 10 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 5 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Foraging =====&lt;br /&gt;
&lt;br /&gt;
Foraging is how Provisioners gather resources during play.&lt;br /&gt;
&lt;br /&gt;
To Forage, a Provisioner must spend a total of 30 minutes per day roleplaying searching for resources. This can be done all at once or split across the day.&lt;br /&gt;
After completing this, they should go to the Post Office to receive their resources.&lt;br /&gt;
&lt;br /&gt;
====== Choosing Resources ======&lt;br /&gt;
&lt;br /&gt;
When collecting resources, the Provisioner must choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
====== Random Resources ======&lt;br /&gt;
The Provisioner receives a number of random resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 8 resources  &lt;br /&gt;
* +4 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +2 resources if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These resources can be split between &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; and &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; in any way the player chooses.&lt;br /&gt;
&lt;br /&gt;
====== Specific Resources ======&lt;br /&gt;
The Provisioner selects exactly which resources they receive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 2 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* +2 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +1 resource if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These can be any specific &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; or &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; of the player’s choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To receive &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039;, when &#039;&#039;&#039;Foraging&#039;&#039;&#039; the Provisioner must have a &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; and the &#039;&#039;&#039;Hunter&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
This applies whether the resources are chosen specifically or gained randomly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Provisioner sub-skills ====&lt;br /&gt;
&lt;br /&gt;
===== Provisioner Body Development =====&lt;br /&gt;
The character has 2 additional global hits. &lt;br /&gt;
&lt;br /&gt;
===== Gatherer =====&lt;br /&gt;
Can collect additional resources when Foraging. See &#039;&#039;&#039;Foraging&#039;&#039;&#039; for Details&lt;br /&gt;
&lt;br /&gt;
===== Hunter =====&lt;br /&gt;
With appropriate roleplay, the Provisioner may collect &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039; Crafting Components from slain beasts or monsters. The creature will either hand over the resources, direct the Provisioner to a referee, or inform the player that no resources are available. This is separate from Foraging.  &lt;br /&gt;
&lt;br /&gt;
The Provisioner may also use the crafted item &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; when &#039;&#039;&#039;Foraging&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Revenant =====&lt;br /&gt;
Once per event, the character may rise after reaching their death count with 1 hit point but gains the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This does not work if they have been executed.&lt;br /&gt;
&lt;br /&gt;
=== Religious Practitioner ===&lt;br /&gt;
&lt;br /&gt;
People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Can learn any number of Religious Rites.&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Major and 6 Minor Religious Rites.&lt;br /&gt;
*After 1 minute of appropriate roleplay ‘Inspecting’ another character, the Religious Practitioner can determine any Spiritual Traumatic Wounds the character has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Minor Religious Rites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites:&#039;&#039;&#039;&lt;br /&gt;
A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See [[Religious Rites]] for a full list of Rites and mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Religious Practitioner sub-skills ====&lt;br /&gt;
===== Big Book of Worship =====&lt;br /&gt;
Knows 1 additional Major Rite. Can be taken multiple times.&lt;br /&gt;
===== Small Book of Worship =====&lt;br /&gt;
Knows 2 additional Minor Rites. Can be taken multiple times.&lt;br /&gt;
===== Well Versed =====&lt;br /&gt;
Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).&lt;br /&gt;
===== In our darkest hour… =====&lt;br /&gt;
Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting.&lt;br /&gt;
It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).&lt;br /&gt;
*An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.&lt;br /&gt;
*A Holy Symbol should be small enough to be held in a hand or worn around the neck.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=543</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=543"/>
		<updated>2026-03-19T21:16:51Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Intermediate Schematics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the Crafter’s Workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the Crafter must inform a Referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the Crafter does not need to separately inform the Referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the Crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct Components, as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc.)&lt;br /&gt;
* Crafted Items (items created by Crafters which can be used as components in other schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in-game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the Crafter. As long as they still have all the required components, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible—for instance, if they are stolen mid-crafting—then the Crafter will need to acquire replacements before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A Workshop provides the tools a Crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bulletproof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in-game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example, a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in-game, which will have various effects. These will have their own item card and will also need to be physically represented (attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (when packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly acceptable for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can, however, only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Bone&lt;br /&gt;
* Chalk&lt;br /&gt;
* Clay&lt;br /&gt;
* Coal&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Cotton&lt;br /&gt;
* Flux&lt;br /&gt;
* Gems&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Oil&lt;br /&gt;
* Rubber&lt;br /&gt;
* Salt&lt;br /&gt;
* Sand&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Stone&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Wood&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own, they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics represent the height of a Crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Animal Pelt, 2x Salt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 2x Coal, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Copper Ore, 2x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill to teach a third person the same Schematic/Recipe/Religious Rite.&lt;br /&gt;
Can be used once; then is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze&lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well Versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well Versed’ subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather&lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be sewn into clothing or be a separate physrep.&lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.&lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.&lt;br /&gt;
Once the hits have been used, the item is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are left and right arms, left and right legs, torso, and head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincture and recover all its component pieces after 5 minutes of roleplay.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Springs&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter sub skill to obtain Animal Pelt or Bone Crafting Components from the Post Office when Foraging. Lasts one year, after which the item is destroyed and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner must show this item to the Referee at the Post Office before receiving their resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
Allows anyone wearing a Lifting Harness to ‘grapple’ another character who is on their death count without assistance.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
When used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves’ Tools instead of 5 minutes.&lt;br /&gt;
The lock is then destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra component cost when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Brooch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time by 5 minutes.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the ‘Medicine’ subskill to reduce surgery time by 2 minutes per Apothecary Ingredient, instead of 1 minute.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to pick locks with 5 minutes of roleplay.&lt;br /&gt;
The lock is then destroyed and components cannot be recovered.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks may require longer than 5 minutes to pick, even with Thieves’ Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows anyone to use the Medical Practitioner’s ‘Staunch the Wound’ subskill without having the skill.&lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Please do not use a real-life tourniquet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass&lt;br /&gt;
&lt;br /&gt;
A Trail Pack grants extra resources when Foraging: 2 if selecting Random resources, or 1 if selecting Specific resources. Lasts one year, after which the item is destroyed and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.&lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the Crafter will collect a duplicate item from the Post Office when exchanging their components.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this item at the Post Office when collecting their items. A Crafter still needs to know the schematics; this item does not grant knowledge of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of the first resource they receive from the Post Office when Foraging. One use only, after which the item is destroyed and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner must show this item to the Referee at the Post Office before receiving their resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.&lt;br /&gt;
Only one character may be healed on this bed at a time.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distiller’s Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.&lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinctures for the cost of 1 set of ingredients.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipe/Religious Rite at the same time.&lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the jewellery (ring, earrings, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their Holy Symbol (maximum of 2 rites at the same time).&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs&lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!&lt;br /&gt;
&lt;br /&gt;
Note: Printing presses are used as roleplay aids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem&lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to open any lock in 10 seconds.&lt;br /&gt;
This item is destroyed after use; no components can be recovered when destroyed in this way.&lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the artwork (painting, sculpture, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=542</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=542"/>
		<updated>2026-03-19T21:01:39Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Major Schematics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the Crafter’s Workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the Crafter must inform a Referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the Crafter does not need to separately inform the Referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the Crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct Components, as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc.)&lt;br /&gt;
* Crafted Items (items created by Crafters which can be used as components in other schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in-game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the Crafter. As long as they still have all the required components, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible—for instance, if they are stolen mid-crafting—then the Crafter will need to acquire replacements before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A Workshop provides the tools a Crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bulletproof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in-game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example, a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in-game, which will have various effects. These will have their own item card and will also need to be physically represented (attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (when packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly acceptable for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can, however, only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Bone&lt;br /&gt;
* Chalk&lt;br /&gt;
* Clay&lt;br /&gt;
* Coal&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Cotton&lt;br /&gt;
* Flux&lt;br /&gt;
* Gems&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Oil&lt;br /&gt;
* Rubber&lt;br /&gt;
* Salt&lt;br /&gt;
* Sand&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Stone&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Wood&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own, they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics represent the height of a Crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Animal Pelt, 2x Salt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 2x Coal, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Copper Ore, 2x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill to teach a third person the same Schematic/Recipe/Religious Rite.&lt;br /&gt;
Can be used once; then is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze&lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well Versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well Versed’ subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather&lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be sewn into clothing or be a separate physrep.&lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.&lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.&lt;br /&gt;
Once the hits have been used, the item is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are left and right arms, left and right legs, torso, and head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincture and recover all its component pieces after 5 minutes of roleplay.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Springs&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter subskill to exchange resource ribbons collected from nodes at the Post Office for base components that would usually be collected from beasts/monsters.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show this item to the Referee at the Post Office when exchanging ribbons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
Allows anyone wearing a Lifting Harness to ‘grapple’ another character who is on their death count without assistance.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
When used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves’ Tools instead of 5 minutes.&lt;br /&gt;
The lock is then destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra component cost when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Brooch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time by 5 minutes.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the ‘Medicine’ subskill to reduce surgery time by 2 minutes per Apothecary Ingredient, instead of 1 minute.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to pick locks with 5 minutes of roleplay.&lt;br /&gt;
The lock is then destroyed and components cannot be recovered.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks may require longer than 5 minutes to pick, even with Thieves’ Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows anyone to use the Medical Practitioner’s ‘Staunch the Wound’ subskill without having the skill.&lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Please do not use a real-life tourniquet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass&lt;br /&gt;
&lt;br /&gt;
Allows a single Provisioner to collect 2 additional resource ribbons per day.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.&lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the Crafter will collect a duplicate item from the Post Office when exchanging their components.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this item at the Post Office when collecting their items. A Crafter still needs to know the schematics; this item does not grant knowledge of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of the first resource they receive from the Post Office when Foraging. One use only, after which the item is destroyed and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner must show this item to the Referee at the Post Office before receiving their resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.&lt;br /&gt;
Only one character may be healed on this bed at a time.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distiller’s Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.&lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinctures for the cost of 1 set of ingredients.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipe/Religious Rite at the same time.&lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the jewellery (ring, earrings, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their Holy Symbol (maximum of 2 rites at the same time).&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs&lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!&lt;br /&gt;
&lt;br /&gt;
Note: Printing presses are used as roleplay aids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem&lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to open any lock in 10 seconds.&lt;br /&gt;
This item is destroyed after use; no components can be recovered when destroyed in this way.&lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the artwork (painting, sculpture, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=541</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=541"/>
		<updated>2026-03-19T20:53:21Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner;&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&#039;&#039;&#039;In Character Theft;&#039;&#039;&#039; Reinforced that players should inform a referee immediately if they accidentally steal an OOC item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics;&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs;&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=540</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=540"/>
		<updated>2026-03-19T20:51:54Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Provisioner&#039;&#039;&#039; Starting resources revised. System for obtaining recourses in game replaced with Foraging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=539</id>
		<title>In Character Theft</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=539"/>
		<updated>2026-03-19T20:48:21Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theft is a part of the game, but it must be handled fairly and within the rules. Only the following items may be stolen in-character:&lt;br /&gt;
*IC money&lt;br /&gt;
*Special items with attached cards&lt;br /&gt;
*Obvious props (such as scrolls, maps etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note: If there is any doubt about performing an in character theft, it is advisable to speak to a referee before hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal or OOC belongings may never be taken&#039;&#039;&#039;. If you accidentally take an OOC item, say a box you stole had OOC medication in it, you must &#039;&#039;&#039;immediately tell a referee&#039;&#039;&#039;, so the OOC items can be returned.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic weapons, caps or other such basic items required to use Archetype abilities or skills&#039;&#039;&#039; (a non-lammied Holy Symbol for example) are included in this. We feel these are key to facilitate the game and want everybody to have access to them. &#039;&#039;&#039;These items can not be traded, stolen or pick pocketed&#039;&#039;&#039;. If there is any doubt please ask a member of staff for clarification. &lt;br /&gt;
&lt;br /&gt;
=== Where Theft Can and Cannot Occur ===&lt;br /&gt;
Theft is only allowed in IC areas, which include:&lt;br /&gt;
*Group tents&lt;br /&gt;
*In-character shops&lt;br /&gt;
*Any designated in-character space&lt;br /&gt;
Theft may not occur from a player’s personal tent or any OOC-designated area within an IC tent.&lt;br /&gt;
&lt;br /&gt;
=== How to Steal an Item ===&lt;br /&gt;
*It is recommended that a referee is present when an IC theft is attempted. However, if no referee is available at the time, the player must report the theft to a referee as soon as possible.&lt;br /&gt;
*If a dispute arises and no referee was present, the referees will generally side with the victim unless clear evidence proves otherwise.&lt;br /&gt;
*After successfully stealing an item, the player must go directly to the post office and hand in the physical representation (with any attached cards) so the item can be returned to its original owner and reassigned to the new one.&lt;br /&gt;
&lt;br /&gt;
=== Searching an Unconscious or Dead Character/Monster ===&lt;br /&gt;
*To search an unconscious or dead character or monster, the player must be within arm’s reach and clearly state, &amp;quot;I am searching you.&amp;quot;&lt;br /&gt;
*After 30 seconds, the unconscious character or monster must hand over all IC items.&lt;br /&gt;
*No physical contact is allowed during searches.&lt;br /&gt;
&lt;br /&gt;
=== Robbing a Conscious Character ===&lt;br /&gt;
*The only way to rob a conscious character (or steal from their bags, pouches, boxes, or containers they have on them) is by using the Pickpocket ability, which is part of the Criminal archetype.&lt;br /&gt;
&lt;br /&gt;
Players must never go into another player’s pockets or bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pickpocket ==&lt;br /&gt;
Pickpocket is an ability to steal from other characters pockets or bags, and is gained from the Criminal Archetype (see [[Character_Creation#Criminal|Criminal Archetype in Character Creation]]). Only Characters with the Criminal Archetype can Pickpocket and must use the following rules.&lt;br /&gt;
&lt;br /&gt;
As part of the Pickpocket ability, your character pack will include a &amp;quot;Pickpocket Token&amp;quot;; a marked poker chip used to represent pickpocketing. This token is an OOC mechanic and not an in-game item, meaning it cannot be sold, stolen, or used by another character.&lt;br /&gt;
&lt;br /&gt;
=== How to Pickpocket ===&lt;br /&gt;
*Discreetly place the token into the target’s bag, container, or pocket.&lt;br /&gt;
*Immediately find a referee and inform them of:&lt;br /&gt;
**Who you placed the token on&lt;br /&gt;
**Where (which pocket, bag, or container) the token was placed&lt;br /&gt;
*The referee will then approach the target and ask them to search the specific location for the token.&lt;br /&gt;
*If the target finds the token, the referee will instruct them to hand over all in-character items from that pocket, bag, or container.&lt;br /&gt;
*The referee will then give any pickpocketed items to the player who placed the token.&lt;br /&gt;
*If there were no IC items in the searched area, the pickpocket attempt yields nothing.&lt;br /&gt;
&lt;br /&gt;
=== Important Notes ===&lt;br /&gt;
If you are caught while placing the token, roleplay the situation accordingly.&lt;br /&gt;
If you find a Pickpocket Token in your belongings, do not hide it or move it—this is an OOC mechanic designed to facilitate Pickpocketing in a fair and controlled manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OOC Theft ===&lt;br /&gt;
&#039;&#039;&#039;Theft of OOC items is strictly prohibited. Any player found stealing real-world belongings will face serious consequences, including being banned from future events and potential further action being taken.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=538</id>
		<title>In Character Theft</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=538"/>
		<updated>2026-03-19T20:48:06Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theft is a part of the game, but it must be handled fairly and within the rules. Only the following items may be stolen in-character:&lt;br /&gt;
*IC money&lt;br /&gt;
*Special items with attached cards&lt;br /&gt;
*Obvious props (such as scrolls, maps etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note: If there is any doubt about performing an in character theft, it is advisable to speak to a referee before hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal or OOC belongings may never be taken&#039;&#039;&#039;. If you accidentally take an OOC item, say a box you stole had OOC medication in it, you must &#039;&#039;&#039;immediately tell a referee&#039;&#039;&#039;, so the OOC items can be returned.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Basic weapons, caps or other such basic items required to use Archetype abilities or skills&#039;&#039;&#039; (a non-lammied Holy Symbol for example) are included in this. We feel these are key to facilitate the game and want everybody to have access to them. &#039;&#039;&#039;These items can not be traded, stolen or pick pocketed&#039;&#039;&#039;. If there is any doubt please ask a member of staff for clarification. &lt;br /&gt;
&lt;br /&gt;
=== Where Theft Can and Cannot Occur ===&lt;br /&gt;
Theft is only allowed in IC areas, which include:&lt;br /&gt;
*Group tents&lt;br /&gt;
*In-character shops&lt;br /&gt;
*Any designated in-character space&lt;br /&gt;
Theft may not occur from a player’s personal tent or any OOC-designated area within an IC tent.&lt;br /&gt;
&lt;br /&gt;
=== How to Steal an Item ===&lt;br /&gt;
*It is recommended that a referee is present when an IC theft is attempted. However, if no referee is available at the time, the player must report the theft to a referee as soon as possible.&lt;br /&gt;
*If a dispute arises and no referee was present, the referees will generally side with the victim unless clear evidence proves otherwise.&lt;br /&gt;
*After successfully stealing an item, the player must go directly to the post office and hand in the physical representation (with any attached cards) so the item can be returned to its original owner and reassigned to the new one.&lt;br /&gt;
&lt;br /&gt;
=== Searching an Unconscious or Dead Character/Monster ===&lt;br /&gt;
*To search an unconscious or dead character or monster, the player must be within arm’s reach and clearly state, &amp;quot;I am searching you.&amp;quot;&lt;br /&gt;
*After 30 seconds, the unconscious character or monster must hand over all IC items.&lt;br /&gt;
*No physical contact is allowed during searches.&lt;br /&gt;
&lt;br /&gt;
=== Robbing a Conscious Character ===&lt;br /&gt;
*The only way to rob a conscious character (or steal from their bags, pouches, boxes, or containers they have on them) is by using the Pickpocket ability, which is part of the Criminal archetype.&lt;br /&gt;
&lt;br /&gt;
Players must never go into another player’s pockets or bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pickpocket ==&lt;br /&gt;
Pickpocket is an ability to steal from other characters pockets or bags, and is gained from the Criminal Archetype (see [[Character_Creation#Criminal|Criminal Archetype in Character Creation]]). Only Characters with the Criminal Archetype can Pickpocket and must use the following rules.&lt;br /&gt;
&lt;br /&gt;
As part of the Pickpocket ability, your character pack will include a &amp;quot;Pickpocket Token&amp;quot;; a marked poker chip used to represent pickpocketing. This token is an OOC mechanic and not an in-game item, meaning it cannot be sold, stolen, or used by another character.&lt;br /&gt;
&lt;br /&gt;
=== How to Pickpocket ===&lt;br /&gt;
*Discreetly place the token into the target’s bag, container, or pocket.&lt;br /&gt;
*Immediately find a referee and inform them of:&lt;br /&gt;
**Who you placed the token on&lt;br /&gt;
**Where (which pocket, bag, or container) the token was placed&lt;br /&gt;
*The referee will then approach the target and ask them to search the specific location for the token.&lt;br /&gt;
*If the target finds the token, the referee will instruct them to hand over all in-character items from that pocket, bag, or container.&lt;br /&gt;
*The referee will then give any pickpocketed items to the player who placed the token.&lt;br /&gt;
*If there were no IC items in the searched area, the pickpocket attempt yields nothing.&lt;br /&gt;
&lt;br /&gt;
=== Important Notes ===&lt;br /&gt;
If you are caught while placing the token, roleplay the situation accordingly.&lt;br /&gt;
If you find a Pickpocket Token in your belongings, do not hide it or move it—this is an OOC mechanic designed to facilitate Pickpocketing in a fair and controlled manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OOC Theft ===&lt;br /&gt;
&#039;&#039;&#039;Theft of OOC items is strictly prohibited. Any player found stealing real-world belongings will face serious consequences, including being banned from future events and potential further action being taken.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=537</id>
		<title>In Character Theft</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=In_Character_Theft&amp;diff=537"/>
		<updated>2026-03-19T20:45:36Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Theft is a part of the game, but it must be handled fairly and within the rules. Only the following items may be stolen in-character:&lt;br /&gt;
*IC money&lt;br /&gt;
*Special items with attached cards&lt;br /&gt;
*Obvious props (such as scrolls, maps etc.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please Note: If there is any doubt about performing an in character theft, it is advisable to speak to a referee before hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal or OOC belongings may never be taken&#039;&#039;&#039;.&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Basic weapons, caps or other such basic items required to use Archetype abilities or skills&#039;&#039;&#039; (a non-lammied Holy Symbol for example) are included in this. We feel these are key to facilitate the game and want everybody to have access to them. &#039;&#039;&#039;These items can not be traded, stolen or pick pocketed&#039;&#039;&#039;. If there is any doubt please ask a member of staff for clarification. &lt;br /&gt;
&lt;br /&gt;
=== Where Theft Can and Cannot Occur ===&lt;br /&gt;
Theft is only allowed in IC areas, which include:&lt;br /&gt;
*Group tents&lt;br /&gt;
*In-character shops&lt;br /&gt;
*Any designated in-character space&lt;br /&gt;
Theft may not occur from a player’s personal tent or any OOC-designated area within an IC tent.&lt;br /&gt;
&lt;br /&gt;
=== How to Steal an Item ===&lt;br /&gt;
*It is recommended that a referee is present when an IC theft is attempted. However, if no referee is available at the time, the player must report the theft to a referee as soon as possible.&lt;br /&gt;
*If a dispute arises and no referee was present, the referees will generally side with the victim unless clear evidence proves otherwise.&lt;br /&gt;
*After successfully stealing an item, the player must go directly to the post office and hand in the physical representation (with any attached cards) so the item can be returned to its original owner and reassigned to the new one.&lt;br /&gt;
&lt;br /&gt;
=== Searching an Unconscious or Dead Character/Monster ===&lt;br /&gt;
*To search an unconscious or dead character or monster, the player must be within arm’s reach and clearly state, &amp;quot;I am searching you.&amp;quot;&lt;br /&gt;
*After 30 seconds, the unconscious character or monster must hand over all IC items.&lt;br /&gt;
*No physical contact is allowed during searches.&lt;br /&gt;
&lt;br /&gt;
=== Robbing a Conscious Character ===&lt;br /&gt;
*The only way to rob a conscious character (or steal from their bags, pouches, boxes, or containers they have on them) is by using the Pickpocket ability, which is part of the Criminal archetype.&lt;br /&gt;
&lt;br /&gt;
Players must never go into another player’s pockets or bags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pickpocket ==&lt;br /&gt;
Pickpocket is an ability to steal from other characters pockets or bags, and is gained from the Criminal Archetype (see [[Character_Creation#Criminal|Criminal Archetype in Character Creation]]). Only Characters with the Criminal Archetype can Pickpocket and must use the following rules.&lt;br /&gt;
&lt;br /&gt;
As part of the Pickpocket ability, your character pack will include a &amp;quot;Pickpocket Token&amp;quot;; a marked poker chip used to represent pickpocketing. This token is an OOC mechanic and not an in-game item, meaning it cannot be sold, stolen, or used by another character.&lt;br /&gt;
&lt;br /&gt;
=== How to Pickpocket ===&lt;br /&gt;
*Discreetly place the token into the target’s bag, container, or pocket.&lt;br /&gt;
*Immediately find a referee and inform them of:&lt;br /&gt;
**Who you placed the token on&lt;br /&gt;
**Where (which pocket, bag, or container) the token was placed&lt;br /&gt;
*The referee will then approach the target and ask them to search the specific location for the token.&lt;br /&gt;
*If the target finds the token, the referee will instruct them to hand over all in-character items from that pocket, bag, or container.&lt;br /&gt;
*The referee will then give any pickpocketed items to the player who placed the token.&lt;br /&gt;
*If there were no IC items in the searched area, the pickpocket attempt yields nothing.&lt;br /&gt;
&lt;br /&gt;
=== Important Notes ===&lt;br /&gt;
If you are caught while placing the token, roleplay the situation accordingly.&lt;br /&gt;
If you find a Pickpocket Token in your belongings, do not hide it or move it—this is an OOC mechanic designed to facilitate Pickpocketing in a fair and controlled manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OOC Theft ===&lt;br /&gt;
&#039;&#039;&#039;Theft of OOC items is strictly prohibited. Any player found stealing real-world belongings will face serious consequences, including being banned from future events and potential further action being taken.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=536</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=536"/>
		<updated>2026-03-19T20:34:02Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Provisioner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp.&lt;br /&gt;
To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One Character, One Story ==&lt;br /&gt;
Players may only have one active character at a time in the game world.&lt;br /&gt;
Other than experience point advancements, a character’s skills remain the same between events.&lt;br /&gt;
In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Character ==&lt;br /&gt;
A new character can only be created if the current one dies or the player chooses to permanently retire them.&lt;br /&gt;
IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How to make a Character =&lt;br /&gt;
This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:&amp;lt;br&amp;gt;&lt;br /&gt;
Step 1: Stuff Y’all Get for Free&amp;lt;br&amp;gt;&lt;br /&gt;
Step 2: Picking a Background&amp;lt;br&amp;gt;&lt;br /&gt;
Step 3: Picking a Flaw&amp;lt;br&amp;gt;&lt;br /&gt;
Step 4: Picking Archetypes and Sub-Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.&lt;br /&gt;
*Prayers from religious practitioners seem amplified.&lt;br /&gt;
*Tinctures and elixirs have far greater effects.&lt;br /&gt;
*Surgeons can perform treatments in minutes instead of weeks.&lt;br /&gt;
&lt;br /&gt;
This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What y’all start with =&lt;br /&gt;
Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation. &lt;br /&gt;
&lt;br /&gt;
All characters start with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 Global Hits&#039;&#039;&#039; (your base health).&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039; – You can read and write.&lt;br /&gt;
*&#039;&#039;&#039;Numeracy&#039;&#039;&#039; – You can count and perform mathematics.&lt;br /&gt;
*&#039;&#039;&#039;Cartography&#039;&#039;&#039; – You can read and create maps.&lt;br /&gt;
*&#039;&#039;&#039;Firearm Proficiency&#039;&#039;&#039; – You know how to handle and fire guns.&lt;br /&gt;
*&#039;&#039;&#039;Melee &amp;amp; Throwing Weapon Proficiency&#039;&#039;&#039; – You can wield melee and throwing weapons.&lt;br /&gt;
*&#039;&#039;&#039;$100 Starting Funds&#039;&#039;&#039; – Money saved up to make your way out West.&lt;br /&gt;
&lt;br /&gt;
This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Backgrounds =&lt;br /&gt;
Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences.&lt;br /&gt;
While your Background influences your character&#039;s past, it is not the same as their personal backstory—that part is up to you to create!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose One of the Following Backgrounds: &lt;br /&gt;
&lt;br /&gt;
=== Tamarillo ===&lt;br /&gt;
Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 1 additional Global Hit.&lt;br /&gt;
&lt;br /&gt;
=== Goldrock ===&lt;br /&gt;
Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 random Crafting Components at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wheatstan ===&lt;br /&gt;
Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Fortune City ===&lt;br /&gt;
The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains $20 at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wanderer === &lt;br /&gt;
Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Flaws =&lt;br /&gt;
Step 3: Picking a Flaw&lt;br /&gt;
&lt;br /&gt;
In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.&lt;br /&gt;
&lt;br /&gt;
Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.&lt;br /&gt;
&lt;br /&gt;
Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.&lt;br /&gt;
&lt;br /&gt;
Choose wisely, and embrace the challenges that come with being less than perfect!   &lt;br /&gt;
&lt;br /&gt;
Below is a list of Flaws, you must pick 1 of these Flaws when creating your character: &lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:                                                           &lt;br /&gt;
*Soothers Draft&lt;br /&gt;
*Nerve Draft&lt;br /&gt;
*Liniment Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.&lt;br /&gt;
&lt;br /&gt;
=== Atheist ===&lt;br /&gt;
Your character cannot be effected by or perform Religious Rites. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Dicky tum ===&lt;br /&gt;
Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.&lt;br /&gt;
&lt;br /&gt;
=== Fleeting ===&lt;br /&gt;
Your character has half the normal death count. This means your death count is now only 1 minute total.&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Glass Jaw ===&lt;br /&gt;
Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered &amp;quot;unconscious.&amp;quot; You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.&lt;br /&gt;
&lt;br /&gt;
=== Gun Shy ===&lt;br /&gt;
Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby.&lt;br /&gt;
&lt;br /&gt;
=== Hen Hearted ===&lt;br /&gt;
Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).&lt;br /&gt;
&lt;br /&gt;
=== Illiterate ===&lt;br /&gt;
You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby . If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to  Academic are locked out to them and can not be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Scarred ===&lt;br /&gt;
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. &lt;br /&gt;
&lt;br /&gt;
If ‘Inspected’ by a Professional Medical Practitioner, you are not allowed to tell them how many hits you have left. Instead you must inform them that you are too scarred up to tell.&lt;br /&gt;
&lt;br /&gt;
Note: You still inform them of any Physical Traumatic Wounds, Poisons or Diseases your character has, and if they are suffering from any Mangle or Rend effects.&lt;br /&gt;
&lt;br /&gt;
=== Sick Note ===&lt;br /&gt;
Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:&lt;br /&gt;
*Low: 1 hour of close contact to contract from a diseased character or item.&lt;br /&gt;
*Medium: 30 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*High:15 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*Very High: 7 and a half minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
&lt;br /&gt;
Items do not normally carry or transmit disease, but specific items in game might.&lt;br /&gt;
&lt;br /&gt;
=== Wasteful ===&lt;br /&gt;
Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters&#039; money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Archetypes and Sub-skills =&lt;br /&gt;
When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession. &lt;br /&gt;
&lt;br /&gt;
The Archetypes are:&amp;lt;br&amp;gt;&lt;br /&gt;
Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Crafter&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
Religious Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These archetypes can be matched any way you like, for example:&lt;br /&gt;
Professional Gunslinger and Hobbyist Medical Practitioner &lt;br /&gt;
Professional Religious Practitioner and Hobbyist Criminal&lt;br /&gt;
Professional Academic and Hobbyist Provisioner&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Or in the case of a Wanderer you could be:&lt;br /&gt;
Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger &lt;br /&gt;
Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner&lt;br /&gt;
Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.&lt;br /&gt;
&lt;br /&gt;
Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.&lt;br /&gt;
&lt;br /&gt;
After choosing Professions and Hobbies characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.   &lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:&lt;br /&gt;
&lt;br /&gt;
Background: Fortune city&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw: Gun Shy&amp;lt;br&amp;gt;&lt;br /&gt;
Profession: Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby: Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Sub-skills:&lt;br /&gt;
*Extra Recipes (Apothecary Sub-skill)&lt;br /&gt;
*Analyse (Apothecary Sub-skill)&lt;br /&gt;
*Duplicate (Apothecary Sub-skill)&lt;br /&gt;
*Lecturer (Academic Sub-skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Archetypes are:&lt;br /&gt;
&lt;br /&gt;
=== Academic ===&lt;br /&gt;
Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can Write into AND Teach Knowledge from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event. &lt;br /&gt;
*Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;&lt;br /&gt;
*Can Write into OR Teach from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Textbook &amp;amp; Knowledge:&#039;&#039; &lt;br /&gt;
Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively.&lt;br /&gt;
An Academic can write any piece of knowledge into their Textbook from one of 3 sources:&lt;br /&gt;
*Being taught by another Academic.&lt;br /&gt;
*Being taught by another Apothecary, Crafter, or Religious Practitioner.&lt;br /&gt;
*Their own knowledge gained from one of their other Professions/Hobbies.&lt;br /&gt;
&lt;br /&gt;
An Academic can teach any piece of knowledge from their Textbook to the following:&lt;br /&gt;
*Another Academic.&lt;br /&gt;
*Recipes to Apothecaries.&lt;br /&gt;
*Schematics to Crafters.&lt;br /&gt;
*Religious Rites to Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
Academics are assumed to have every Recipe, Schematic, and Religious Rite they know from their other Profession/Hobbys in their text book. If they learn a new Recipe/Schematic/Religious Rite, for example the &#039;Big Book of Worship&#039; Religious Practitioner Sub Skill, they will also have it in their Textbook.&lt;br /&gt;
&lt;br /&gt;
The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
*The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through Teaching from a Textbook.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Just because an Academic has Knowledge (Religious Rites, Schematics and Recipes) in their text book, does not mean they automatically know how to use it. They will have to spend time learning as per teaching from their Textbook mentioned above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Academic sub-skills ====&lt;br /&gt;
===== Sponsored =====&lt;br /&gt;
Gains an additional $20 at the start of each event. Players can decide who is sponsoring them. &lt;br /&gt;
&lt;br /&gt;
===== Lecturer =====&lt;br /&gt;
Can Teach 2 Characters at the same time. Must be the same piece of information. &lt;br /&gt;
&lt;br /&gt;
===== Researcher =====&lt;br /&gt;
Can Write into their Textbook an additional time per day.&lt;br /&gt;
&lt;br /&gt;
===== Intuition =====&lt;br /&gt;
Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=== Apothecary ===&lt;br /&gt;
Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can know and learn Elixir and Tincture Recipes.&lt;br /&gt;
*Start with 1 Elixir and 5 Tincture Recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See &amp;quot;Making Tinctures and Elixirs &amp;quot; for details. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;:&lt;br /&gt;
 &lt;br /&gt;
*Can know and learn Tincture Recipes. &lt;br /&gt;
*Starts with 3 Tincture recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Tinctures. See &amp;quot;Apothecary’s Elixirs and Tinctures&amp;quot; for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).&lt;br /&gt;
 &lt;br /&gt;
==== Apothecary sub-skills ==== &lt;br /&gt;
===== Extra Recipes =====&lt;br /&gt;
Knows 3 additional Recipes for Elixir&#039;s/Tincher&#039;s. Can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
===== Evaluate =====&lt;br /&gt;
Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.&lt;br /&gt;
&lt;br /&gt;
===== Analyse =====&lt;br /&gt;
Lets the Apothecary destroy an Elixir or Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
===== Duplicate =====&lt;br /&gt;
Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note&#039;&#039;&#039;&lt;br /&gt;
*A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).&lt;br /&gt;
*It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).&lt;br /&gt;
*Laboratories take 10 minutes to set up and pack away and must be carried by two people.&lt;br /&gt;
&lt;br /&gt;
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=== Crafter ===&lt;br /&gt;
&lt;br /&gt;
Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters&#039; skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can with and learn Major, Intermediate and Minor Schematics.&lt;br /&gt;
*Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.&lt;br /&gt;
*Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Intermediate and Minor Schematics.&lt;br /&gt;
*Starts with 1 Intermediate and 3 Minor Schematics&lt;br /&gt;
*Can use Crafting Components from Intermediate and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workshop:&#039;&#039;&#039;&lt;br /&gt;
*A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it  is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.&lt;br /&gt;
*It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
*Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.&lt;br /&gt;
&lt;br /&gt;
==== Crafting sub-skills ====&lt;br /&gt;
===== Extra Schematics =====&lt;br /&gt;
Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.&lt;br /&gt;
===== Inspect =====&lt;br /&gt;
Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.&lt;br /&gt;
===== Backwards engineering =====&lt;br /&gt;
Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.&lt;br /&gt;
===== Scrap =====&lt;br /&gt;
Lets a Crafter destroy an item to receive half of its base components, rounding up,  after 5 minutes of role play and a Workshop. Once per day.  Can be used alongside backwards engineering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Criminal ===&lt;br /&gt;
&lt;br /&gt;
Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $20 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, up to three draws (See Launder money). &lt;br /&gt;
*Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $10 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, 1 draw (See Launder money). &lt;br /&gt;
*Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launder money:&#039;&#039;&#039;&lt;br /&gt;
*The player can visit the post office and draw a random token from a bag. Each draw will result in either an &amp;quot;obtained illegally&amp;quot; token or a &amp;quot;complication&amp;quot; token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.&lt;br /&gt;
*Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.&lt;br /&gt;
*Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
The specifics of the &amp;quot;obtained illegally&amp;quot; are up to the player’s imagination, whether it&#039;s laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Criminal sub-skills ====&lt;br /&gt;
===== Criminal Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Bookie =====&lt;br /&gt;
Once per day during a “Launder Money” action,  allows you to redraw the outcome once.  &lt;br /&gt;
===== Fence =====&lt;br /&gt;
Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.&lt;br /&gt;
===== Charmer =====&lt;br /&gt;
3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target,  declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
&lt;br /&gt;
Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 30 seconds of roleplay. &lt;br /&gt;
*Starts with an additional 3 global hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Once per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 1 minute of roleplay.&lt;br /&gt;
*Starts with an additional 2 global hits. &lt;br /&gt;
&lt;br /&gt;
==== Gunslinger sub-skills ====&lt;br /&gt;
===== Dead Eye =====&lt;br /&gt;
The character can call Mangle with a firearm one additional time per day. &lt;br /&gt;
===== Bar Brawler =====&lt;br /&gt;
Twice per day, the character can ignore a Knockdown effect by calling &amp;quot;No effect, Knockdown.&amp;quot; &lt;br /&gt;
===== I didn’t hear no bell =====&lt;br /&gt;
The character can still use a firearm during the first half of their Death Count.&lt;br /&gt;
===== Shake it off =====&lt;br /&gt;
Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling &amp;quot;No effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Practitioner ===&lt;br /&gt;
&lt;br /&gt;
A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock&#039;s body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see [[Healing|Healing]]) using a Medical Bag. &lt;br /&gt;
*Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 5 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
*After 1 minute of appropriate roleplay &#039;&#039;&#039;Inspecting&#039;&#039;&#039; another character, the Medical Practitioner can determine all of the following:&lt;br /&gt;
**How many hits the character has remaining.&lt;br /&gt;
**Any Traumatic Physical Wounds or Diseases the character has.&lt;br /&gt;
**If the character has any Rend or Mangle effects on them.&lt;br /&gt;
**If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see Healing) using a Medical Bag.&lt;br /&gt;
*Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 2 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Practitioner sub-skills ====&lt;br /&gt;
===== Medicine =====&lt;br /&gt;
Lets a Medical Practitioner destroy any number of Apothecary Ingredients to reduce the healing time of Surgery by 1 minute per ingredient destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Multitask =====&lt;br /&gt;
Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.&lt;br /&gt;
===== Staunch the wound =====&lt;br /&gt;
Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character  - but not heal any damage. Wounds remain staunched for 1 minute or until healing is started or more damage is taken where they will continue their death count from where it was paused. Wounds can be staunched multiple times, resetting the 1 minute timer each time. Requires a medical bag.&lt;br /&gt;
===== Autopsy =====&lt;br /&gt;
After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Bag:&#039;&#039;&#039;&lt;br /&gt;
A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies).&lt;br /&gt;
It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provisioner ===&lt;br /&gt;
&lt;br /&gt;
Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 10 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
* Can Forage for Crafting Components and Apothecary Ingredients. See *Foraging*&lt;br /&gt;
* Starts each game with 5 random resources; a combination of Crafting Components and Apothecary Ingredients.&lt;br /&gt;
* Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Foraging =====&lt;br /&gt;
&lt;br /&gt;
Foraging is how Provisioners gather resources during play.&lt;br /&gt;
&lt;br /&gt;
To Forage, a Provisioner must spend a total of 30 minutes per day roleplaying searching for resources. This can be done all at once or split across the day.&lt;br /&gt;
After completing this, they should go to the Post Office to receive their resources.&lt;br /&gt;
&lt;br /&gt;
====== Choosing Resources ======&lt;br /&gt;
&lt;br /&gt;
When collecting resources, the Provisioner must choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
====== Random Resources ======&lt;br /&gt;
The Provisioner receives a number of random resources:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 8 resources  &lt;br /&gt;
* +4 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +2 resources if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These resources can be split between &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; and &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; in any way the player chooses.&lt;br /&gt;
&lt;br /&gt;
====== Specific Resources ======&lt;br /&gt;
The Provisioner selects exactly which resources they receive:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hobbyist&#039;&#039;&#039;: 2 resources  &lt;br /&gt;
* &#039;&#039;&#039;Professional&#039;&#039;&#039;: 4 resources  &lt;br /&gt;
* +2 resources if they have the &#039;&#039;&#039;Gatherer&#039;&#039;&#039; sub-skill  &lt;br /&gt;
* +1 resource if they have a &#039;&#039;&#039;Trail Pack&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
These can be any specific &#039;&#039;&#039;Apothecary Base Ingredients&#039;&#039;&#039; or &#039;&#039;&#039;Crafting Base Components&#039;&#039;&#039; of the player’s choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; To receive &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039;, when &#039;&#039;&#039;Foraging&#039;&#039;&#039; the Provisioner must have a &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; and the &#039;&#039;&#039;Hunter&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
This applies whether the resources are chosen specifically or gained randomly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Provisioner sub-skills ====&lt;br /&gt;
&lt;br /&gt;
===== Provisioner Body Development =====&lt;br /&gt;
The character has 2 additional global hits. &lt;br /&gt;
&lt;br /&gt;
===== Gatherer =====&lt;br /&gt;
Can collect additional resources when Foraging. See &#039;&#039;&#039;Foraging&#039;&#039;&#039; for Details&lt;br /&gt;
&lt;br /&gt;
===== Hunter =====&lt;br /&gt;
With appropriate roleplay, the Provisioner may collect &#039;&#039;&#039;Animal Pelt&#039;&#039;&#039; or &#039;&#039;&#039;Bone&#039;&#039;&#039; Crafting Components from slain beasts or monsters. The creature will either hand over the resources, direct the Provisioner to a referee, or inform the player that no resources are available. This is separate from Foraging.  &lt;br /&gt;
&lt;br /&gt;
The Provisioner may also use the crafted item &#039;&#039;&#039;Hunter’s Trap&#039;&#039;&#039; when &#039;&#039;&#039;Foraging&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===== Revenant =====&lt;br /&gt;
Once per event, the character may rise after reaching their death count with 1 hit point but gains the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This does not work if they have been executed.&lt;br /&gt;
&lt;br /&gt;
=== Religious Practitioner ===&lt;br /&gt;
&lt;br /&gt;
People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Can learn any number of Religious Rites.&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Major and 6 Minor Religious Rites.&lt;br /&gt;
*After 1 minute of appropriate roleplay ‘Inspecting’ another character, the Religious Practitioner can determine any Spiritual Traumatic Wounds the character has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Minor Religious Rites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites:&#039;&#039;&#039;&lt;br /&gt;
A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See [[Religious Rites]] for a full list of Rites and mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Religious Practitioner sub-skills ====&lt;br /&gt;
===== Big Book of Worship =====&lt;br /&gt;
Knows 1 additional Major Rite. Can be taken multiple times.&lt;br /&gt;
===== Small Book of Worship =====&lt;br /&gt;
Knows 2 additional Minor Rites. Can be taken multiple times.&lt;br /&gt;
===== Well Versed =====&lt;br /&gt;
Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).&lt;br /&gt;
===== In our darkest hour… =====&lt;br /&gt;
Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting.&lt;br /&gt;
It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).&lt;br /&gt;
*An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.&lt;br /&gt;
*A Holy Symbol should be small enough to be held in a hand or worn around the neck.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=535</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Character_Creation&amp;diff=535"/>
		<updated>2026-03-19T19:45:42Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Provisioner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creating a character for Wyld West is your opportunity to step into a world of grit, adventure, and untamed possibility. Every character has a past, ambitions, and skills that shape their journey in The Caldera. Whether you’re a gunslinger, merchant, scholar, or something else entirely, your choices will define your place in this frontier camp.&lt;br /&gt;
To join the game, every player must complete a character sheet, which includes both Out of Character (OOC) and In Character (IC) information. The OOC details are required for player safety and communication, while the IC details bring your character to life within the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== One Character, One Story ==&lt;br /&gt;
Players may only have one active character at a time in the game world.&lt;br /&gt;
Other than experience point advancements, a character’s skills remain the same between events.&lt;br /&gt;
In rare cases, if a player is unable to use their selected skills due to unavoidable OOC circumstances, a skill change may be permitted at the discretion of the game team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Character ==&lt;br /&gt;
A new character can only be created if the current one dies or the player chooses to permanently retire them.&lt;br /&gt;
IC belongings (items, cash, etc.) do not transfer to a new character—using them is considered cheating. Each character starts fresh, forging their own story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With these foundations in place, you’re ready to shape your legend in Wyld West. Choose wisely—every decision could make you a hero, a villain, or a legend whispered about in every corner of Saxum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How to make a Character =&lt;br /&gt;
This is where you can let your imagination go Wyld. After reading about the world of Wyld West, think about what kind of character you’d love to bring to life in this rugged frontier—and then follow these four steps to create them:&amp;lt;br&amp;gt;&lt;br /&gt;
Step 1: Stuff Y’all Get for Free&amp;lt;br&amp;gt;&lt;br /&gt;
Step 2: Picking a Background&amp;lt;br&amp;gt;&lt;br /&gt;
Step 3: Picking a Flaw&amp;lt;br&amp;gt;&lt;br /&gt;
Step 4: Picking Archetypes and Sub-Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before arriving at your first event, your character will have attended the Orientation Centre in Upper Lifton—a crucial step for any newcomer to The Caldera. There, they will have seen firsthand that things don’t quite work the same way as they did back home.&lt;br /&gt;
*Prayers from religious practitioners seem amplified.&lt;br /&gt;
*Tinctures and elixirs have far greater effects.&lt;br /&gt;
*Surgeons can perform treatments in minutes instead of weeks.&lt;br /&gt;
&lt;br /&gt;
This means you do not need to roleplay discovering these differences—they are already known to you upon arrival. However, the reason why things work this way remains a mystery… one that you and others may seek to uncover in the world of Wyld West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What y’all start with =&lt;br /&gt;
Every character begins with the same core abilities—these represent the fundamental skills and knowledge a person would reasonably have before venturing into The Caldera. As you progress through character creation, you’ll build upon this foundation. &lt;br /&gt;
&lt;br /&gt;
All characters start with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3 Global Hits&#039;&#039;&#039; (your base health).&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039; – You can read and write.&lt;br /&gt;
*&#039;&#039;&#039;Numeracy&#039;&#039;&#039; – You can count and perform mathematics.&lt;br /&gt;
*&#039;&#039;&#039;Cartography&#039;&#039;&#039; – You can read and create maps.&lt;br /&gt;
*&#039;&#039;&#039;Firearm Proficiency&#039;&#039;&#039; – You know how to handle and fire guns.&lt;br /&gt;
*&#039;&#039;&#039;Melee &amp;amp; Throwing Weapon Proficiency&#039;&#039;&#039; – You can wield melee and throwing weapons.&lt;br /&gt;
*&#039;&#039;&#039;$100 Starting Funds&#039;&#039;&#039; – Money saved up to make your way out West.&lt;br /&gt;
&lt;br /&gt;
This starting toolkit ensures every character has a solid grounding in survival and self-sufficiency—what you choose to do beyond that is up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Backgrounds =&lt;br /&gt;
Your Background is where your character originally hails from before making the journey out West. It helps define what kind of life they led before arriving in The Caldera and grants a unique benefit to reflect their upbringing and experiences.&lt;br /&gt;
While your Background influences your character&#039;s past, it is not the same as their personal backstory—that part is up to you to create!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose One of the Following Backgrounds: &lt;br /&gt;
&lt;br /&gt;
=== Tamarillo ===&lt;br /&gt;
Your character is from the rugged lands of Tamarillo, where survival is a way of life. Its people are tough as old boots, well-accustomed to ranching, frontier living, and forgoing luxuries that others take for granted.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 1 additional Global Hit.&lt;br /&gt;
&lt;br /&gt;
=== Goldrock ===&lt;br /&gt;
Goldrock is a land of industry, wealth, and crushing poverty. While only the ultra-rich and the clergy of the Church of Goldrock live in comfort, industry thrives, and even the poorest residents have access to crafting materials. Many still have ties to businesses or family back home who send supplies in the post.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 random Crafting Components at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wheatstan ===&lt;br /&gt;
Wheatstan is known for its vast fields, thriving orchards, and endless vineyards. The people here are generous and community-driven, often sending care packages to loved ones who have left for the frontier, both to help them survive and to remind them of home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains 6 Apothecary Ingredients at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Fortune City ===&lt;br /&gt;
The beating heart of trade and business, Fortune City is where money talks and power is everything. Those from Fortune City understand the value of the mighty dollar and rarely set out on an adventure without securing a steady income or financial support from their connections back home.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character gains $20 at the start of each event.&lt;br /&gt;
&lt;br /&gt;
=== Wanderer === &lt;br /&gt;
Your character has never been tied to one place for long, drifting across Saxum rather than settling in a single state or city. Carnival folk, hobos, outlaws, woods-people, and nomads all fall under this category. Their varied experiences make them highly adaptable and self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Your character selects 3 Hobbies instead of 1 Profession and 1 Hobby when choosing Archetypes at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This choice helps shape your character’s origins and gives them an extra advantage as they begin their new life in The Caldera!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
= Flaws =&lt;br /&gt;
Step 3: Picking a Flaw&lt;br /&gt;
&lt;br /&gt;
In Wyld West, no one is without their struggles. Every character must take a Flaw—a personal limitation, weakness, or burden that adds depth to their roleplay.&lt;br /&gt;
&lt;br /&gt;
Each Flaw has a mechanic that must be roleplayed. These do not provide any advantage but instead serve to enrich your character’s story and make them feel more grounded in the world.&lt;br /&gt;
&lt;br /&gt;
Over time, additional Flaws may be gained through injury, divine intervention, or in-game events. However, just as misfortune can befall a character, it is sometimes possible to remove or overcome a Flaw through dedicated roleplay and other in-game means. Be warned—shedding a Flaw is rarely quick or easy, and often requires significant effort and storytelling.&lt;br /&gt;
&lt;br /&gt;
Choose wisely, and embrace the challenges that come with being less than perfect!   &lt;br /&gt;
&lt;br /&gt;
Below is a list of Flaws, you must pick 1 of these Flaws when creating your character: &lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Your character is addicted to a specific Tincture or Elixir. If selected at character creation, choose one of the following three Tinctures if you select this flaw:                                                           &lt;br /&gt;
*Soothers Draft&lt;br /&gt;
*Nerve Draft&lt;br /&gt;
*Liniment Oil&lt;br /&gt;
&amp;lt;br&amp;gt;Starting from the first day of your character’s first event, you will need your fix. You will lose 1 global hit point per day (starting at time-in each day) until you get your fix. Once you have consumed your chosen Tincture or Elixir, your hits will return to normal. This process will repeat every day until the flaw is removed and will persist from event to event. You still take the effects of the Tincture or Elixir you consumed.&lt;br /&gt;
&lt;br /&gt;
=== Atheist ===&lt;br /&gt;
Your character cannot be effected by or perform Religious Rites. This flaw excludes the Religious Practitioner Archetype from being chosen as either a Profession or a Hobby. If an existing Religious Practitioner acquires this flaw, all their Archetype skills and sub-skills relating to the Religious Practitioner Archetype are locked out and cannot be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Dicky tum ===&lt;br /&gt;
Your character cannot ingest any Elixirs or Tinctures made by an Apothecary. You may still use Elixirs or Tinctures that are not ingested. However, if you ingest an Elixir or Tincture (willingly or not), you will roleplay throwing it up for 10 seconds, and the Elixir or Tincture will have no effect on you. This will happen even if you are unconscious.&lt;br /&gt;
&lt;br /&gt;
=== Fleeting ===&lt;br /&gt;
Your character has half the normal death count. This means your death count is now only 1 minute total.&lt;br /&gt;
&lt;br /&gt;
=== Frail ===&lt;br /&gt;
Your character has 1 less global hit point and you may not take or benefit from any Sub-Skill in any Archetype that will give you more hits until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Glass Jaw ===&lt;br /&gt;
Your character is easy to knock out. If you take 1 hit of subdual damage, you will be rendered &amp;quot;unconscious.&amp;quot; You cannot be roused by other characters in the same way as normal, you will remain subdued until a full 2 minutes have elapsed.&lt;br /&gt;
&lt;br /&gt;
=== Gun Shy ===&lt;br /&gt;
Your character cannot use any Firearms. You can hold them, but you are extremely reluctant to do so. Make it clear how uncomfortable you are holding one to everyone around you. This flaw excludes the Gunslinger Archetype from being chosen as either a Profession or a Hobby.&lt;br /&gt;
&lt;br /&gt;
=== Hen Hearted ===&lt;br /&gt;
Whenever your character takes a Fear call, you must freeze on the spot for the duration of the effect. You are unable to choose how you wish to take the fear effect. Additionally, you are unable to defend yourself for the duration of the effect. This has additional effects if you are interrogated (see interrogation mechanics).&lt;br /&gt;
&lt;br /&gt;
=== Illiterate ===&lt;br /&gt;
You lose the ability to read or write, this excludes the Academic Archetype from being picked as either a Profession or a Hobby . If an existing Academic manages to acquire this flaw all of their Archetype skills and sub-skills relating to  Academic are locked out to them and can not be used until the flaw is removed.&lt;br /&gt;
&lt;br /&gt;
=== Scarred ===&lt;br /&gt;
Requires prosthetics of your choice, and they must be visible. Your character has noticeable and visible scarring. &lt;br /&gt;
&lt;br /&gt;
If ‘Inspected’ by a Professional Medical Practitioner, you are not allowed to tell them how many hits you have left. Instead you must inform them that you are too scarred up to tell.&lt;br /&gt;
&lt;br /&gt;
Note: You still inform them of any Physical Traumatic Wounds, Poisons or Diseases your character has, and if they are suffering from any Mangle or Rend effects.&lt;br /&gt;
&lt;br /&gt;
=== Sick Note ===&lt;br /&gt;
Your character catches diseases much faster than others. For any diseases you are around, use the following table of contagion levels:&lt;br /&gt;
*Low: 1 hour of close contact to contract from a diseased character or item.&lt;br /&gt;
*Medium: 30 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*High:15 minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
*Very High: 7 and a half minutes of close contact to contract from a diseased character or item.&lt;br /&gt;
&lt;br /&gt;
Items do not normally carry or transmit disease, but specific items in game might.&lt;br /&gt;
&lt;br /&gt;
=== Wasteful ===&lt;br /&gt;
Lose half, rounding down, of your money, ingredients and components acquired at the start of each event. For example: New characters&#039; money goes from $100 to $50. Background Wheatstan gives 3 Apothecary ingredients instead of 6. Money, ingredients and components acquired from previous events are unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have any concerns or would like to discuss any of the flaws or their portrayal, please don’t hesitate to reach out to a staff member. We are happy to provide guidance and ensure that all players feel comfortable and respected in their roleplay.&lt;br /&gt;
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&lt;br /&gt;
= Archetypes and Sub-skills =&lt;br /&gt;
When creating a new character you must choose 1 of the below Archetypes to be a Profession and 1 of these Archetypes to be a Hobby. The exception to this is if you have picked “wanderer” as your background. In this case, you will pick 3 of these Archetypes as a Hobby. You can NOT take the same Archetype as a Hobby and a Profession. &lt;br /&gt;
&lt;br /&gt;
The Archetypes are:&amp;lt;br&amp;gt;&lt;br /&gt;
Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Crafter&amp;lt;br&amp;gt;&lt;br /&gt;
Criminal&amp;lt;br&amp;gt;&lt;br /&gt;
Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
Provisioner&amp;lt;br&amp;gt;&lt;br /&gt;
Religious Practitioner&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These archetypes can be matched any way you like, for example:&lt;br /&gt;
Professional Gunslinger and Hobbyist Medical Practitioner &lt;br /&gt;
Professional Religious Practitioner and Hobbyist Criminal&lt;br /&gt;
Professional Academic and Hobbyist Provisioner&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Or in the case of a Wanderer you could be:&lt;br /&gt;
Hobbyist Medical Practitioner, Hobbyist Crafter and a Hobbyist Gunslinger &lt;br /&gt;
Hobbyist Criminal, Hobbyist Gunslinger and Hobbyist Provisioner&lt;br /&gt;
Hobbyist Academic, Hobbyist Crafter and Hobbyist Apothecary&lt;br /&gt;
etc…&lt;br /&gt;
&lt;br /&gt;
Note* Some of these archetypes may be locked out to you depending on the Flaw you have picked in the previous step.&lt;br /&gt;
&lt;br /&gt;
Professions are something a character will have to dedicate a long time to learn and develop, becoming as good as they can in a given Archetype, whereas Hobbies are something characters have picked up casually. This is not to say they are not good at what they do, but simply that a person who does something as a Hobby will not be as good as a Professional.&lt;br /&gt;
&lt;br /&gt;
After choosing Professions and Hobbies characters will have 4 Sub-skill points to buy Sub-skills with. Characters can only have Sub-skills if they have the associated Archetype to which the Sub-skills are part of. Each sub-skill can only be taken once unless specified on the Sub-skill. You must use all 4 of these points in character creation.   &lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to play a Former Pharmacist of one of Fortune Cities hospitals, who is a very afraid of guns after seeing what they can do, so has set out to the Caldera to try and teach others the art of medicine you could chose the following:&lt;br /&gt;
&lt;br /&gt;
Background: Fortune city&amp;lt;br&amp;gt;&lt;br /&gt;
Flaw: Gun Shy&amp;lt;br&amp;gt;&lt;br /&gt;
Profession: Apothecary&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby: Academic&amp;lt;br&amp;gt;&lt;br /&gt;
Sub-skills:&lt;br /&gt;
*Extra Recipes (Apothecary Sub-skill)&lt;br /&gt;
*Analyse (Apothecary Sub-skill)&lt;br /&gt;
*Duplicate (Apothecary Sub-skill)&lt;br /&gt;
*Lecturer (Academic Sub-skill)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Archetypes are:&lt;br /&gt;
&lt;br /&gt;
=== Academic ===&lt;br /&gt;
Many academics are drawn to the opportunities possible in the Caldera. Researchers join expeditions into the wilds, teachers support the education of the settlements, historians record the adventures of the folk, and scientists study new discoveries. These are just a few examples of the academic professions found in Saxum, and there are many more reasons for moving to the Caldera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can Write into AND Teach Knowledge from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event. &lt;br /&gt;
*Can remove the Illiterate flaw from another character with 6 sessions of 30 minutes of roleplay. No more than one session per person per day. Requires a referee to record progress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;&lt;br /&gt;
*Can Write into OR Teach from their Textbook once per day.&lt;br /&gt;
*Starts with any Recipes, Schematics and Religious Rites, gained from other Professions/Hobbies the character has, already in their Textbook.&lt;br /&gt;
*Can read/translate other languages. You will be provided a key at the start of the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Textbook &amp;amp; Knowledge:&#039;&#039; &lt;br /&gt;
Textbooks hold various forms of knowledge. These ‘pieces of knowledge’ are Recipes, Schematics, and Religious Rites that Apothecaries, Crafters, and Religious Practitioners use, respectively.&lt;br /&gt;
An Academic can write any piece of knowledge into their Textbook from one of 3 sources:&lt;br /&gt;
*Being taught by another Academic.&lt;br /&gt;
*Being taught by another Apothecary, Crafter, or Religious Practitioner.&lt;br /&gt;
*Their own knowledge gained from one of their other Professions/Hobbies.&lt;br /&gt;
&lt;br /&gt;
An Academic can teach any piece of knowledge from their Textbook to the following:&lt;br /&gt;
*Another Academic.&lt;br /&gt;
*Recipes to Apothecaries.&lt;br /&gt;
*Schematics to Crafters.&lt;br /&gt;
*Religious Rites to Religious Practitioners.&lt;br /&gt;
&lt;br /&gt;
Academics are assumed to have every Recipe, Schematic, and Religious Rite they know from their other Profession/Hobbys in their text book. If they learn a new Recipe/Schematic/Religious Rite, for example the &#039;Big Book of Worship&#039; Religious Practitioner Sub Skill, they will also have it in their Textbook.&lt;br /&gt;
&lt;br /&gt;
The Post Office keeps track of all Recipes, Schematics and Religious Rites that every Academic has in their Textbooks. If an Academic acquires or teaches one of these pieces of knowledge then a referee or the Post Office need to be informed as soon as possible so their records can be updated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Notes:&#039;&#039;&#039;&lt;br /&gt;
*The Academic Archetype is the only way that knowledge, such as Schematics, Religious Rites, and Elixirs/Tinctures, can be passed from one player character (PC) or non-playable character (NPC) to another. These must be taught and learned through the Academic profession, either by being written into a Textbook or through Teaching from a Textbook.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Just because an Academic has Knowledge (Religious Rites, Schematics and Recipes) in their text book, does not mean they automatically know how to use it. They will have to spend time learning as per teaching from their Textbook mentioned above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Academic sub-skills ====&lt;br /&gt;
===== Sponsored =====&lt;br /&gt;
Gains an additional $20 at the start of each event. Players can decide who is sponsoring them. &lt;br /&gt;
&lt;br /&gt;
===== Lecturer =====&lt;br /&gt;
Can Teach 2 Characters at the same time. Must be the same piece of information. &lt;br /&gt;
&lt;br /&gt;
===== Researcher =====&lt;br /&gt;
Can Write into their Textbook an additional time per day.&lt;br /&gt;
&lt;br /&gt;
===== Intuition =====&lt;br /&gt;
Twice per day the Academic can think on a topic and gain an answer. Requires a referee and is dependent on the information at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Apothecary ===&lt;br /&gt;
Apothecaries are skilled in the preparation of Elixirs and Tinctures for medicinal purposes, offering quick remedies for a wide range of ailments. Whether they are wise wanderers from the more uncivilized parts of Saxum, accredited members of the F.C.A.G (Fortune City Apothecary Guild), or even less reputable “remedy manufacturers” on the run, Apothecaries of all backgrounds can be found in the Caldera.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Can know and learn Elixir and Tincture Recipes.&lt;br /&gt;
*Start with 1 Elixir and 5 Tincture Recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Elixirs and Tinctures. See &amp;quot;Making Tinctures and Elixirs &amp;quot; for details. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;:&lt;br /&gt;
 &lt;br /&gt;
*Can know and learn Tincture Recipes. &lt;br /&gt;
*Starts with 3 Tincture recipes.&lt;br /&gt;
*Can mix Apothecary Ingredients using Recipes to create Tinctures. See &amp;quot;Apothecary’s Elixirs and Tinctures&amp;quot; for details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 recipe can be learned, in-game, from any source (such as Analyze, Academics, etc.) per day. This does not limit learning out of game (i.e. through the Extra Recipes sub-skill).&lt;br /&gt;
 &lt;br /&gt;
==== Apothecary sub-skills ==== &lt;br /&gt;
===== Extra Recipes =====&lt;br /&gt;
Knows 3 additional Recipes for Elixir&#039;s/Tincher&#039;s. Can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
===== Evaluate =====&lt;br /&gt;
Lets the Apothecary know the effect of an Elixir/Tincher with 5 minutes of role play and a Laboratory.&lt;br /&gt;
&lt;br /&gt;
===== Analyse =====&lt;br /&gt;
Lets the Apothecary destroy an Elixir or Tincher and learn its Recipe with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
===== Duplicate =====&lt;br /&gt;
Lets the Apothecary duplicate an Apothecary Ingredient with 5 minutes of role play and a Laboratory. Once per day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note&#039;&#039;&#039;&lt;br /&gt;
*A Laboratory is required for several parts of this skill. Every Apothecary can start the game with a Laboratory, which is not an item you need to buy in-game and does not have its own item card. A Laboratory should be physically represented by a set-up area to perform your work (e.g., a table with mixing tools and vessels).&lt;br /&gt;
*It is also possible to acquire upgraded Laboratories in-game, which will have various effects. These upgraded Laboratories will have their own item cards and must be physically represented (attaching the item card to your existing Laboratory is perfectly fine).&lt;br /&gt;
*Laboratories take 10 minutes to set up and pack away and must be carried by two people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crafter ===&lt;br /&gt;
&lt;br /&gt;
Crafters are skilled in creating a wide variety of items, from simple tools to intricate machinery. The people of Saxum are flooding to the Caldera to build new lives, and it is the crafters&#039; skills and knowledge that will make this possible. Gunsmiths, carpenters, blacksmiths, and many other trades are in high demand, offering crafters an opportunity to develop their craft and expand their knowledge.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can with and learn Major, Intermediate and Minor Schematics.&lt;br /&gt;
*Starts knowing 1 Major, 2 Intermediate and 6 Minor Schematics.&lt;br /&gt;
*Can use Crafting Components from Major, Intermediate, and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Intermediate and Minor Schematics.&lt;br /&gt;
*Starts with 1 Intermediate and 3 Minor Schematics&lt;br /&gt;
*Can use Crafting Components from Intermediate and Minor Schematics to make items. See &amp;quot;Crafting Items&amp;quot; for details.&lt;br /&gt;
*Can repair an item broken via Mangle with 5 minutes of roleplay and a Workshop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Schematic can be learnt in game from any source (Backwards engineering/Academics/etc…) per day. This does not limit learning out of game (i.e. Extra Schematic sub-skill).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workshop:&#039;&#039;&#039;&lt;br /&gt;
*A Workshop is required for several parts of this skill. Every Crafter can start the game with a Workshop, it  is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tool.&lt;br /&gt;
*It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
*Workshops take 10 minutes to set up and pack away and can be carried (packed away) by 2 people.&lt;br /&gt;
&lt;br /&gt;
==== Crafting sub-skills ====&lt;br /&gt;
===== Extra Schematics =====&lt;br /&gt;
Knows 3 additional Schematics for Major, Intermediate or Minor Items. Can be taken multiple times.&lt;br /&gt;
===== Inspect =====&lt;br /&gt;
Lets a Crafter know what a Crafted Item does, with 5 minutes of role play and a Workshop.&lt;br /&gt;
===== Backwards engineering =====&lt;br /&gt;
Lets a Crafter destroy an unused item and learn its schematic after 30 minutes of role play and a workshop. Once per day.&lt;br /&gt;
===== Scrap =====&lt;br /&gt;
Lets a Crafter destroy an item to receive half of its base components, rounding up,  after 5 minutes of role play and a Workshop. Once per day.  Can be used alongside backwards engineering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Criminal ===&lt;br /&gt;
&lt;br /&gt;
Criminals in Saxum come from all walks of life, whether they are fraudsters, gamblers, cattle rustlers, cutpurses, or outlaws, to name just a few. The settlements in the Caldera are ripe for exploitation and, for now, are free from much of the oppressive control of the federal government. Criminals in the Caldera are looking for opportunities to start fresh or expand their operations. Some bring with them a past they’re trying to leave behind, while others are fully committed to growing their own organisations or working for their bosses in the developing settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $20 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, up to three draws (See Launder money). &lt;br /&gt;
*Starts with a Pick Pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Starts with an additional $10 per event. &lt;br /&gt;
*Once per day,  visit the post office and launder money, 1 draw (See Launder money). &lt;br /&gt;
*Starts with a Pick pocket token and can Pick Pocket. See “Pick Pocket” details on how to use this.&lt;br /&gt;
*Allows the picking of locks with thieves tools or the slipping of rope bonds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launder money:&#039;&#039;&#039;&lt;br /&gt;
*The player can visit the post office and draw a random token from a bag. Each draw will result in either an &amp;quot;obtained illegally&amp;quot; token or a &amp;quot;complication&amp;quot; token. A Professional can draw up to three times, gambling their chances of success, while a Hobbyist can only draw once per day, reflecting their limited experience. Once the player decides to stop drawing, they cannot draw again until the following day.&lt;br /&gt;
*Obtained Illegally: This token grants the player an in-character reward, usually in the form of money.&lt;br /&gt;
*Complication: This token represents a setback, such as losing the money earned, drawing the attention of the Marshall, or other complications. If a Complication token is drawn, the player cannot continue drawing for that day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
The specifics of the &amp;quot;obtained illegally&amp;quot; are up to the player’s imagination, whether it&#039;s laundering money through the saloon, the post office, or another method. This is purely for flavour and will have no direct in-game consequences. However, if the character starts bragging about their ill-gotten gains, NPCs or other players may react accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Criminal sub-skills ====&lt;br /&gt;
===== Criminal Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Bookie =====&lt;br /&gt;
Once per day during a “Launder Money” action,  allows you to redraw the outcome once.  &lt;br /&gt;
===== Fence =====&lt;br /&gt;
Once per event allows a character to sell any item to the Post Office at “Post Office Selling price”. Items marked with ‘Too hot to Handle’ can not be fenced.&lt;br /&gt;
===== Charmer =====&lt;br /&gt;
3 times a day allows a Character to talk to another character at length and “Charm” them in conversation. The character must talk enthusiastically to their target,  declaring “charm” to initiate the action, then for as long as the Character is talking the target remains “charmed” as per the “charm” rule.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
&lt;br /&gt;
Some folk make their living with a pen, some with a pickaxe, others with cooking pans—but for a Gunslinger, firearms are the tools of the trade, and in the Caldera, business is booming. Bandits, lawmen, ranchers, mercenaries, and even retired soldiers are heading to the Caldera, drawn by the promise of a fresh start with a gun in hand. While it’s often said that firearms are the great equaliser, Gunslingers prove that some are more equal than others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Three times per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 30 seconds of roleplay. &lt;br /&gt;
*Starts with an additional 3 global hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Once per day, the character can call Mangle with a firearm. (The cap must still go off.)&lt;br /&gt;
*Can repair a Mangled firearm with 1 minute of roleplay.&lt;br /&gt;
*Starts with an additional 2 global hits. &lt;br /&gt;
&lt;br /&gt;
==== Gunslinger sub-skills ====&lt;br /&gt;
===== Dead Eye =====&lt;br /&gt;
The character can call Mangle with a firearm one additional time per day. &lt;br /&gt;
===== Bar Brawler =====&lt;br /&gt;
Twice per day, the character can ignore a Knockdown effect by calling &amp;quot;No effect, Knockdown.&amp;quot; &lt;br /&gt;
===== I didn’t hear no bell =====&lt;br /&gt;
The character can still use a firearm during the first half of their Death Count.&lt;br /&gt;
===== Shake it off =====&lt;br /&gt;
Twice per day, the character can ignore a gunshot or blow, including weapon calls, by calling &amp;quot;No effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Practitioner ===&lt;br /&gt;
&lt;br /&gt;
A Medical Practitioner is highly trained in the healing arts, performing life-saving surgeries and treating critical illnesses. The Caldera is a wild and perilous place, where anyone could be mere steps away from needing urgent medical attention. Whether an esteemed member of the S.F.M.A. (Saxum Federal Medical Association), a dedicated nurse tending to the needy, or a back-alley ‘doctor’ who once relied on Goldrock&#039;s body snatchers for anatomical research, Medical Practitioners of all kinds can be found in The Caldera. Hopefully, you’ll meet one of the good ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see [[Healing|Healing]]) using a Medical Bag. &lt;br /&gt;
*Can assist another Medical Practitioner in healing a character with Surgery, reducing the required time by 5 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
*After 1 minute of appropriate roleplay &#039;&#039;&#039;Inspecting&#039;&#039;&#039; another character, the Medical Practitioner can determine all of the following:&lt;br /&gt;
**How many hits the character has remaining.&lt;br /&gt;
**Any Traumatic Physical Wounds or Diseases the character has.&lt;br /&gt;
**If the character has any Rend or Mangle effects on them.&lt;br /&gt;
**If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can heal a character by performing Surgery (see Healing) using a Medical Bag.&lt;br /&gt;
*Can assist another Medical Practitioner in healing with Surgery, reducing the required time by 2 minutes (to a minimum of 1 minute). Multiple Medical Practitioners can assist at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medical Practitioner sub-skills ====&lt;br /&gt;
===== Medicine =====&lt;br /&gt;
Lets a Medical Practitioner destroy any number of Apothecary Ingredients to reduce the healing time of Surgery by 1 minute per ingredient destroyed.&lt;br /&gt;
&lt;br /&gt;
===== Multitask =====&lt;br /&gt;
Allows a Medical Practitioner to heal or assist in the healing of two people at once when performing Surgery.&lt;br /&gt;
===== Staunch the wound =====&lt;br /&gt;
Lets a Medical Practitioner, AFTER 10 seconds of role play, pause a death count of a character  - but not heal any damage. Wounds remain staunched for 1 minute or until healing is started or more damage is taken where they will continue their death count from where it was paused. Wounds can be staunched multiple times, resetting the 1 minute timer each time. Requires a medical bag.&lt;br /&gt;
===== Autopsy =====&lt;br /&gt;
After 5 minutes of roleplay examining a corpse, allows a character to determine the cause of death, approximate time of death, and any traumatic wounds present at the time of death. Requires a medical bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Bag:&#039;&#039;&#039;&lt;br /&gt;
A Medical Bag is required for several aspects of this skill. Every Medical Practitioner starts the game with a Medical Bag, which does not need to be purchased and will not have its own item card. The Medical Bag must be physically represented (e.g., a bag containing medical tools and supplies).&lt;br /&gt;
It is possible to acquire an upgraded Medical Bag in-game, which will have various effects. These will have an item card and must also be physically represented (attaching the item card to your existing Medical Bag is perfectly fine).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Provisioner ===&lt;br /&gt;
&lt;br /&gt;
Hardy individuals who live a rugged life, gathering and providing the resources that society relies on daily. It may seem mundane, but if you need a Tincture, the ingredients must come from somewhere. If you want to upgrade your tools, the raw materials must be sourced first. As more people venture into the Caldera, the demand for supplies grows. Many hunters, trappers, foragers, and prospectors have headed west, hoping to make their fortune.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can collect 8 Resource Ribbons per day from Resource Nodes.&lt;br /&gt;
*Starts each game with 10 random resources, crafting components, or apothecary ingredients in any combination of the player&#039;s choice.&lt;br /&gt;
*Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can collect 4 Resource Ribbons per day from Resource Nodes.&lt;br /&gt;
*Starts each game with 5 random resources, crafting components, or apothecary ingredients in any combination of the player&#039;s choice.&lt;br /&gt;
*Can track any creature that leaves a trail. Requires a referee.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource Nodes:&#039;&#039;&#039;&lt;br /&gt;
Resource Nodes will be scattered around the site and must be located in-game. The Resource Ribbons at these nodes will be restocked by referees during the game. Only Provisioners can collect Resource Ribbons from these nodes. Provisioners can exchange these ribbons at the Post Office for in-game resources. &lt;br /&gt;
&lt;br /&gt;
==== Provisioner sub-skills ====&lt;br /&gt;
===== Provisioner Body development =====&lt;br /&gt;
Character has 2 additional global hits. &lt;br /&gt;
===== Gatherer =====&lt;br /&gt;
Can collect 4 additional Resource Ribbons per day.&lt;br /&gt;
===== Hunter =====&lt;br /&gt;
Provisioner can collect Resource Ribbons from beasts/monsters that have specific beasts/monsters Resource Ribbons on them. Also the Provisioner can use the crafted item ‘Hunters Traps’ at Resource Nodes to get trap specific Resource Ribbons. &lt;br /&gt;
===== Revenant =====&lt;br /&gt;
Once per event, Character can rise up after their death count on 1 hit, but is Fatigued. This will not work if you have been executed.&lt;br /&gt;
&lt;br /&gt;
=== Religious Practitioner ===&lt;br /&gt;
&lt;br /&gt;
People who specialise in the spiritual, channelling the power of the Divine to affect the world around them. The Caldera is vast, and many people are flocking to it—Religious Practitioners are no exception. Priests, Nuns, Shamans, and so-called Prophets all know that where people go, the aid of The Divine is needed. It is their duty (or perhaps their destiny) to act as spiritual guardians, lest the evil works of the Profane seep into their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Profession&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Can learn any number of Religious Rites.&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Major and 6 Minor Religious Rites.&lt;br /&gt;
*After 1 minute of appropriate roleplay ‘Inspecting’ another character, the Religious Practitioner can determine any Spiritual Traumatic Wounds the character has.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobby&#039;&#039;&#039;: &lt;br /&gt;
*Can know and learn Religious Rites of any level. See Religious Rites.&lt;br /&gt;
*Limited to knowing a maximum of 2 Major and 10 Minor Religious Rites in total (Minor Consumable Rites are not included in this limit).&lt;br /&gt;
*Starts knowing all 4 Minor Consumable Rites.&lt;br /&gt;
*Starts knowing 3 Minor Religious Rites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
A maximum of 1 Rite can be learnt in-game from any source (Academics, etc.) per day. This does not limit learning out of game (i.e. Big Book of Worship, etc.).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites:&#039;&#039;&#039;&lt;br /&gt;
A Religious Practitioner can perform any Rite they know at any time, provided they meet the specific requirements of the Rite. The time required to perform a Rite depends on its level. See [[Religious Rites]] for a full list of Rites and mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Religious Practitioner sub-skills ====&lt;br /&gt;
===== Big Book of Worship =====&lt;br /&gt;
Knows 1 additional Major Rite. Can be taken multiple times.&lt;br /&gt;
===== Small Book of Worship =====&lt;br /&gt;
Knows 2 additional Minor Rites. Can be taken multiple times.&lt;br /&gt;
===== Well Versed =====&lt;br /&gt;
Twice per day, the Religious Practitioner can halve the time required to complete a Rite they perform. All other requirements for the Rite must still be met (e.g. Holy Symbol, Altar, and consumables).&lt;br /&gt;
===== In our darkest hour… =====&lt;br /&gt;
Once per day, a Religious Practitioner may perform a Rite without using any consumables or their Altar, but they will be Fatigued for 30 minutes after completing the Rite. A Holy Symbol is still required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
An Altar and/or Holy Symbol is required for several parts of this skill. Every Religious Practitioner can start the game with an Altar and Holy Symbol—these are not items that need to be bought in-game and will not have their own item cards. An Altar and Holy Symbol should be appropriately physically represented, such as a small table with candles, incense, and religious iconography fitting the setting.&lt;br /&gt;
It is also possible to acquire an upgraded Altar or Holy Symbol in-game, which will have various effects. These will have their own item cards and must also be physically represented (simply attaching the item card to your existing Altar or Holy Symbol is sufficient).&lt;br /&gt;
*An Altar takes 10 minutes to set up and pack away and must be carried (when packed away) by 2 people.&lt;br /&gt;
*A Holy Symbol should be small enough to be held in a hand or worn around the neck.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=534</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=534"/>
		<updated>2026-03-18T19:08:20Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=533</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=533"/>
		<updated>2026-03-18T19:05:22Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs&#039;&#039;&#039; Tinctures and Elixirs alphabetised, general grammar tidy up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket. &lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=532</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=532"/>
		<updated>2026-03-18T19:04:42Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves, or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments, and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:  &lt;br /&gt;
* Aloe Amma  &lt;br /&gt;
* Bell Blossom  &lt;br /&gt;
* Death Cap Mushroom  &lt;br /&gt;
* Divine Dew  &lt;br /&gt;
* Fade Moss  &lt;br /&gt;
* Fire Weed  &lt;br /&gt;
* Iron Bark  &lt;br /&gt;
* Lavender  &lt;br /&gt;
* Mad Bilberry  &lt;br /&gt;
* Mint Leaf  &lt;br /&gt;
* Mistletoe  &lt;br /&gt;
* Peyote Cactus  &lt;br /&gt;
* Profane Cotton  &lt;br /&gt;
* Rosemary  &lt;br /&gt;
* Tobacco Leaf  &lt;br /&gt;
* Tough Root  &lt;br /&gt;
* Tumbleweed  &lt;br /&gt;
* Widow Berries  &lt;br /&gt;
* Wisp Sage  &lt;br /&gt;
* Wormwood  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:  &lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.  &lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).  &lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia, or loss of hit points, etc., are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=531</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=531"/>
		<updated>2026-03-18T18:59:14Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Covert Use of Tinctures and Elixirs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=530</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=530"/>
		<updated>2026-03-18T18:59:01Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Addictive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=529</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=529"/>
		<updated>2026-03-18T18:58:36Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Potency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=528</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=528"/>
		<updated>2026-03-18T18:58:22Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Recipes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=527</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=527"/>
		<updated>2026-03-18T18:58:14Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Tools of the Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=526</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=526"/>
		<updated>2026-03-18T18:58:04Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Tinctures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=525</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=525"/>
		<updated>2026-03-18T18:57:49Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Elixirs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it destroys the item into its component pieces. The component pieces can be collected from the Post Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and removes any Mangled/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When added to liquid, it produces steam affecting all characters within 5 feet after 1 minute. For 15 minutes, affected characters gain the &amp;quot;Fatigued&amp;quot; effect. A referee is required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applied to a bladed weapon, the next 3 successful hits must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Rend&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Added to liquid, within 1 minute it produces steam affecting all characters within 5 feet. For 15 minutes, affected characters become overcome with paranoia for 2 minutes. They must avoid everyone; specifics may be chosen by the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Elixir&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call &amp;quot;No Effect&amp;quot; to Mangle/Rended effects for the next hour. This does not prevent damage, only the Mangle/Rended effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingestion, the character must call &amp;quot;Strikedown&amp;quot; with every melee weapon blow they make for 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=524</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=524"/>
		<updated>2026-03-18T18:56:14Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Tinctures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character with &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied must call &amp;quot;No Effect&amp;quot; to all attempts to grapple them for 30 minutes. They may not attempt to grapple another character during this time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied during &#039;&#039;&#039;Surgery&#039;&#039;&#039;, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time required to perform surgery by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot speak for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After application, the character becomes immune to &amp;quot;Charm&amp;quot; and must call &amp;quot;No Effect&amp;quot; to any &amp;quot;Charm&amp;quot; calls for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once ingested, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; puts the character to sleep for 10 minutes. They can be woken by 30 seconds of another character attempting to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled or rended location removes the effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after ingestion, the character is overcome with paranoia for 2 minutes. They must avoid others, believing everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character’s death count instantly, provided they are still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit must call &amp;quot;Fear&amp;quot;. If the weapon is sheathed before use, the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once applied, this &#039;&#039;&#039;Tincture&#039;&#039;&#039; suppresses the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After this time, the wound’s effects return as if it had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingestion, the character loses all hit points and begins their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character who is asleep or Subdued, they immediately wake and all subdual effects are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soother’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restores up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soother’s Draft in a day, they gain the &#039;&#039;&#039;Flaw: Addiction (Soother’s Draft)&#039;&#039;&#039;. Please inform the Post Office as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &amp;quot;Fatigue&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &amp;quot;Fatigued&amp;quot; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body will restore ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Rend”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call No Effect to Mangle/Rend effects for the next hour. This does not prevent any damage, only the Mangle/Rend effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039;, the character must call “Strikedown” with every melee weapon blow they make for the next 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid, it will produce steam that will affect an area within 5 feet of the liquid after 1 minute. For the next 15 minutes, all characters within this area gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This requires a referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid in one minute it will produce steam that will affect anyone within a 5 foot radius. Once the steam has been produced for the next 15 minutes, all characters within this area become overcome with paranoia for 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Apply this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a bladed weapon. The next 3 successful hits to a character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it will destroy the item into its component pieces. The component pieces can be collected from the Post Office.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=523</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=523"/>
		<updated>2026-03-18T18:49:39Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Availability of Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Soothers Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will regain up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soothers Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Soothers Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character&#039;s death count instantly, so long as the character is still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled/rendered location on a character removes any mangled/rendered effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied to a character during &#039;&#039;&#039;Surgery&#039;&#039;&#039; this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time it takes to perform surgery on the character by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &#039;&#039;&#039;Fatigue&#039;&#039;&#039; effect from a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will put the character to sleep for 10 minutes; they can be woken from this with 30 seconds of another character trying to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot talk for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character will lose all hit points and start their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character that has had &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied to them will call ‘No effect’ to all attempts to grapple them for 30 minutes. The character may also not attempt to grapple another character for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they become overcome with paranoia for the next 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied, the character becomes immune to ‘Charm’ and must call No Effect to any ‘Charm’ call used on them for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Mint Leaf, 1x Tough Root&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they cannot contract any diseases for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character that is asleep or Subdued, they immediately wake up and have any subdual effects removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body will restore ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Rend”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call No Effect to Mangle/Rend effects for the next hour. This does not prevent any damage, only the Mangle/Rend effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039;, the character must call “Strikedown” with every melee weapon blow they make for the next 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid, it will produce steam that will affect an area within 5 feet of the liquid after 1 minute. For the next 15 minutes, all characters within this area gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This requires a referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid in one minute it will produce steam that will affect anyone within a 5 foot radius. Once the steam has been produced for the next 15 minutes, all characters within this area become overcome with paranoia for 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Apply this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a bladed weapon. The next 3 successful hits to a character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it will destroy the item into its component pieces. The component pieces can be collected from the Post Office.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=522</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=522"/>
		<updated>2026-03-18T18:49:28Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Ingredients */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own, they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039;, they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in-game:&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Wormwood&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Soothers Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will regain up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soothers Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Soothers Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character&#039;s death count instantly, so long as the character is still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled/rendered location on a character removes any mangled/rendered effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied to a character during &#039;&#039;&#039;Surgery&#039;&#039;&#039; this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time it takes to perform surgery on the character by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &#039;&#039;&#039;Fatigue&#039;&#039;&#039; effect from a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will put the character to sleep for 10 minutes; they can be woken from this with 30 seconds of another character trying to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot talk for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character will lose all hit points and start their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character that has had &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied to them will call ‘No effect’ to all attempts to grapple them for 30 minutes. The character may also not attempt to grapple another character for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they become overcome with paranoia for the next 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied, the character becomes immune to ‘Charm’ and must call No Effect to any ‘Charm’ call used on them for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Mint Leaf, 1x Tough Root&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they cannot contract any diseases for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character that is asleep or Subdued, they immediately wake up and have any subdual effects removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body will restore ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Rend”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call No Effect to Mangle/Rend effects for the next hour. This does not prevent any damage, only the Mangle/Rend effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039;, the character must call “Strikedown” with every melee weapon blow they make for the next 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid, it will produce steam that will affect an area within 5 feet of the liquid after 1 minute. For the next 15 minutes, all characters within this area gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This requires a referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid in one minute it will produce steam that will affect anyone within a 5 foot radius. Once the steam has been produced for the next 15 minutes, all characters within this area become overcome with paranoia for 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Apply this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a bladed weapon. The next 3 successful hits to a character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it will destroy the item into its component pieces. The component pieces can be collected from the Post Office.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=521</id>
		<title>Making Tinctures and Elixirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Making_Tinctures_and_Elixirs&amp;diff=521"/>
		<updated>2026-03-18T18:47:53Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Preparing Tinctures and Elixirs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; art: preparations made from carefully sourced &#039;&#039;&#039;ingredients&#039;&#039;&#039;, guided by precise &#039;&#039;&#039;Recipes&#039;&#039;&#039;, and brought to life through skilled hands. Though fleeting in use, their effects can be swift and profound, from easing pain to restoring vigour or steadying the nerves when most needed. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; are the simpler of these concoctions, often serving as stepping stones towards more complex mixtures, while &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are their more potent and refined counterparts. Whether taken as liquids, powders, salves or other forms, each preparation is a single-use wonder, carrying within it the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
To those unfamiliar with the &#039;&#039;&#039;Apothecary’s&#039;&#039;&#039; craft, these preparations are known by many names, including potions, medicines, poisons, balms, ointments and tonics, yet all are encompassed by the term &#039;&#039;&#039;Tinctures and Elixirs&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparing Tinctures and Elixirs ==&lt;br /&gt;
An &#039;&#039;&#039;Apothecary&#039;&#039;&#039; may prepare any &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; for which they know the &#039;&#039;&#039;Recipe&#039;&#039;&#039;. Each item requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, as detailed by the &#039;&#039;&#039;Recipe&#039;&#039;&#039;, as well as access to a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; are single-use items, with &#039;&#039;&#039;Elixirs&#039;&#039;&#039; generally providing more potent effects. Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; may also be used as &#039;&#039;&#039;Ingredients&#039;&#039;&#039; in the preparation of certain &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Preparing a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; takes five minutes per item. Before beginning, the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; must inform a referee of their intention to prepare. Multiple items can be made in a single session; it still takes five minutes per item, but the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; does not need to separately inform the referee or collect each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; from the Post Office before starting the next one. Once the session is complete, all &#039;&#039;&#039;Ingredients&#039;&#039;&#039; are handed in and the corresponding item cards collected.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; card states the name, all in-game effects, and any expiry date, and should be attached to a Phys Rep where possible, for example tied to or placed inside a small (not glass) bottle.&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
Each &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; requires the correct &#039;&#039;&#039;Ingredients&#039;&#039;&#039; as detailed by the specific &#039;&#039;&#039;Recipe&#039;&#039;&#039;. These may include:&lt;br /&gt;
&lt;br /&gt;
=== Base Ingredients ===&lt;br /&gt;
&#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; are the raw materials from which all &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; begin. On their own they are simple herbs, fungi, and natural substances, but in the hands of a skilled &#039;&#039;&#039;Apothecary&#039;&#039;&#039; they become the essence of potent preparations.&lt;br /&gt;
&lt;br /&gt;
The following &#039;&#039;&#039;Base Ingredients&#039;&#039;&#039; can be found in game:&lt;br /&gt;
*Mint Leaf&lt;br /&gt;
*Rosemary&lt;br /&gt;
*Divine Dew&lt;br /&gt;
*Tough Root&lt;br /&gt;
*Bell Blossom&lt;br /&gt;
*Widow Berries&lt;br /&gt;
*Wormwood&lt;br /&gt;
*Death Cap Mushroom&lt;br /&gt;
*Lavender&lt;br /&gt;
*Mistletoe&lt;br /&gt;
*Fire Weed&lt;br /&gt;
*Fade Moss&lt;br /&gt;
*Tumbleweed&lt;br /&gt;
*Peyote Cactus&lt;br /&gt;
*Profane Cotton&lt;br /&gt;
*Mad Bilberry&lt;br /&gt;
*Aloe Amma&lt;br /&gt;
*Iron Bark&lt;br /&gt;
*Wisp Sage&lt;br /&gt;
*Tobacco Leaf&lt;br /&gt;
&lt;br /&gt;
== Availability of Ingredients ==&lt;br /&gt;
&#039;&#039;&#039;Ingredients&#039;&#039;&#039; are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell &#039;&#039;&#039;Ingredients&#039;&#039;&#039;, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; provides the &#039;&#039;&#039;Apothecary&#039;&#039;&#039; with the tools and environment needed to prepare &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. It is not tied to any single discipline, capable of supporting everything from brewing restorative draughts to mixing deadly poisons or concocting rare balms.  &lt;br /&gt;
&lt;br /&gt;
The following rules apply to all &#039;&#039;&#039;Laboratories&#039;&#039;&#039;:&lt;br /&gt;
* A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; is required for preparing &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;.&lt;br /&gt;
* Every &#039;&#039;&#039;Apothecary&#039;&#039;&#039; can begin the game with a &#039;&#039;&#039;Laboratory&#039;&#039;&#039;. It is not an item you need to purchase in game and does not have its own item card. A &#039;&#039;&#039;Laboratory&#039;&#039;&#039; should be appropriately physically represented by at least an area set up for your work, such as a workbench, bottles, jars, or mixing tools.&lt;br /&gt;
* It is possible to acquire upgraded &#039;&#039;&#039;Laboratories&#039;&#039;&#039; in game which will grant additional effects. These will have their own item card and should also be physically represented (attaching the item card to your existing &#039;&#039;&#039;Laboratory&#039;&#039;&#039; setup is perfectly fine).&lt;br /&gt;
* &#039;&#039;&#039;Laboratories&#039;&#039;&#039; take 10 minutes to set up and pack away, and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is perfectly fine for multiple Apothecaries to use the same &#039;&#039;&#039;Basic Laboratory&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Laboratories&#039;&#039;&#039; can however only be used by one Apothecary at a time.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Recipes&#039;&#039;&#039; represent the knowledge an &#039;&#039;&#039;Apothecary&#039;&#039;&#039; possesses that allows them to prepare specific in-game &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039;. Characters automatically know a number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; of their choice when selecting the &#039;&#039;&#039;Apothecary Archetype&#039;&#039;&#039;. The total number of &#039;&#039;&#039;Recipes&#039;&#039;&#039; a character knows depends on whether they are a &#039;&#039;&#039;Professional&#039;&#039;&#039; or &#039;&#039;&#039;Hobbyist Apothecary&#039;&#039;&#039;, and whether they have taken the &#039;&#039;&#039;Extra Recipes&#039;&#039;&#039; sub-skill.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apothecaries&#039;&#039;&#039; can learn additional &#039;&#039;&#039;Recipes&#039;&#039;&#039; in-game either through the &#039;&#039;&#039;Analyse&#039;&#039;&#039; sub-skill or by being taught by an &#039;&#039;&#039;Academic&#039;&#039;&#039;.  &lt;br /&gt;
* &#039;&#039;&#039;Professional Apothecaries&#039;&#039;&#039; can know and learn both &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; recipes.  &lt;br /&gt;
* &#039;&#039;&#039;Hobbyist Apothecaries&#039;&#039;&#039; can know and learn &#039;&#039;&#039;Tinctures&#039;&#039;&#039; recipes.  &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Recipes&#039;&#039;&#039; do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a &#039;&#039;&#039;Recipe&#039;&#039;&#039; is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Potency ==&lt;br /&gt;
Tinctures and Elixirs have a &#039;&#039;&#039;Potency Level&#039;&#039;&#039; ranging from 1 to 6.&amp;lt;br&amp;gt;&lt;br /&gt;
To determine the Potency Level of a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; affecting a character, the character must be diagnosed by a &#039;&#039;&#039;Medical Practitioner&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
Some Tinctures and Elixirs have persistent effects that do not end immediately. These effects will eventually wear off, but can be removed sooner through a &#039;&#039;&#039;Religious Rite&#039;&#039;&#039; or by administering another appropriate &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Potency Level is crucial in removing persistent effects, as it determines which &#039;&#039;&#039;Rite&#039;&#039;&#039;, &#039;&#039;&#039;Tincture&#039;&#039;&#039;, or &#039;&#039;&#039;Elixir&#039;&#039;&#039; will be effective.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Addictive ==&lt;br /&gt;
Some &#039;&#039;&#039;Tinctures&#039;&#039;&#039; and &#039;&#039;&#039;Elixirs&#039;&#039;&#039; carry risks beyond their intended effects, being habit-forming or outright addictive. An addictive preparation is noted on its &#039;&#039;&#039;Recipe&#039;&#039;&#039; and item card, along with the threshold at which dependency occurs. Once a character consumes more than the stated safe amount within a single day, they immediately gain the &#039;&#039;&#039;Flaw: Addiction (Name of Tincture/Elixir)&#039;&#039;&#039;. This represents their body and mind becoming reliant on the substance, compelling them to seek it out in future.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addiction&#039;&#039;&#039; is tracked by the Post Office, and players must inform the Post Office as soon as the threshold is reached. Addictive preparations are often powerful or deceptively harmless in small doses, making them tempting but dangerous tools.&lt;br /&gt;
&lt;br /&gt;
== Covert Use of Tinctures and Elixirs ==&lt;br /&gt;
If a character attempts to administer a &#039;&#039;&#039;Tincture&#039;&#039;&#039; or &#039;&#039;&#039;Elixir&#039;&#039;&#039; to another character without their knowledge (for example, slipping it into a drink or applying it secretly), a referee must be present. The referee will determine whether the attempt is successful, how the target perceives the situation, and ensure that any effects, such as sleep, paranoia or loss of hit points, etc, are applied fairly and consistently.  &lt;br /&gt;
&lt;br /&gt;
Minor beneficial effects, such as restoring hit points or easing pain, generally do not require referee oversight unless specifically stated in the &#039;&#039;&#039;Recipe&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Tinctures ==&lt;br /&gt;
&lt;br /&gt;
=== Soothers Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 1x Divine Dew, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will regain up to 1 hit point instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Soothers Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Soothers Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nerve Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Tobacco Leaf, 1x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; restarts the character&#039;s death count instantly, so long as the character is still on their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Nerve Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Nerve Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Liniment Oil ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Aloe Amma, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Tincture&#039;&#039;&#039; to a mangled/rendered location on a character removes any mangled/rendered effect from that location instantly. This does not restore any hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Liniment Oil in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Liniment Oil)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bone Knit Salve ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 2x Tumbleweed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; If applied to a character during &#039;&#039;&#039;Surgery&#039;&#039;&#039; this &#039;&#039;&#039;Tincture&#039;&#039;&#039; reduces the time it takes to perform surgery on the character by 5 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trailblazer Tonic ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Fire Weed, 1x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; removes the &#039;&#039;&#039;Fatigue&#039;&#039;&#039; effect from a character.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yawner’s Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Mad Bilberry, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, you gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Knock Out Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039; will put the character to sleep for 10 minutes; they can be woken from this with 30 seconds of another character trying to rouse them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Desperado Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Desperado Draught in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Desperado Draught)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rubbing Alcohol ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Fire Weed, 1x Widow Berries, 1x Divine Dew, 1x Tobacco Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to a character, it stops the effects of all &#039;&#039;&#039;Physical Traumatic Wounds&#039;&#039;&#039; for 10 minutes. After 10 minutes, the wound’s effects return as if the wound had just been received.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Rubbing Alcohol in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Rubbing Alcohol)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Coffin Quiet Tincture ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wisp Sage, 1x Peyote Cactus, 1x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character cannot talk for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shadewater ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Fade Moss, 1x Death Cap Mushroom, 1x Mad Bilberry, 1x Widow Berries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 10 minutes after ingesting this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, the character will lose all hit points and start their death count.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Body Butter ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Lavender, 1x Mistletoe, 1x Aloe Amma&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A character that has had &#039;&#039;&#039;Body Butter&#039;&#039;&#039; applied to them will call ‘No effect’ to all attempts to grapple them for 30 minutes. The character may also not attempt to grapple another character for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hair of a Dog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all persistent &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 3 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Divine Dew, 1x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is ingested by a character, it removes all diseases with a Virulence level of 2 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Panic’s Kiss ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Profane Cotton, 1x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Tincture&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Madness Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; 60 seconds after a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they become overcome with paranoia for the next 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gray Tint Drops ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied, the character becomes immune to ‘Charm’ and must call No Effect to any ‘Charm’ call used on them for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Acidum No. 9 ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wormwood, 1x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Mangles any firearm this &#039;&#039;&#039;Tincture&#039;&#039;&#039; is applied to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Constitution Draught ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Mint Leaf, 1x Tough Root&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After a character ingests this &#039;&#039;&#039;Tincture&#039;&#039;&#039;, they cannot contract any diseases for the next 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smelling Salts ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Mint Leaf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When inhaled by a character that is asleep or Subdued, they immediately wake up and have any subdual effects removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elixirs ==&lt;br /&gt;
&lt;br /&gt;
=== Divine Draft ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Iron Bark, 2x Divine Dew, 1x Tough Root, 1x Soothers Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039; restores ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Draft in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Draft)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Divine Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Aloe Amma, 1x Fire Weed, 2x Divine Dew, 1x Liniment Oil&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Applying this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a character&#039;s body will restore ALL missing hit points instantly and will also remove any Mangled/Rended effects from the character.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Divine Balm in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Divine Balm)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Profane Bite ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 1x Wormwood, 1x Fire Weed, 1x Widow Berries, 2x Death Cap Mushroom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a bladed weapon, the next successful hit with that weapon on another character must call “Rend”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steelhide Balm ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tough Root, 2x Iron Bark, 1x Profane Cotton&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied, the character must call No Effect to Mangle/Rend effects for the next hour. This does not prevent any damage, only the Mangle/Rend effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thunder Slam Elixir ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Tobacco Leaf, 2x Peyote Cactus, 1x Bell Blossom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; After ingesting this &#039;&#039;&#039;Elixir&#039;&#039;&#039;, the character must call “Strikedown” with every melee weapon blow they make for the next 30 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Addictive:&#039;&#039;&#039; If a character takes 4 or more Thunder Slam Elixir in a day, they now have the &#039;&#039;&#039;Flaw: Addiction (Thunder Slam Elixir)&#039;&#039;&#039;. Please let the Post Office know as soon as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Marchers Vapour ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Wisp Sage, 2x Mad Bilberry, 1x Yawner’s Draft&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid, it will produce steam that will affect an area within 5 feet of the liquid after 1 minute. For the next 15 minutes, all characters within this area gain the &#039;&#039;&#039;Fatigued&#039;&#039;&#039; effect. This requires a referee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profane Fog ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 3x Wormwood, 1x Peyote Cactus, 1x Madness Drops&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is added to liquid in one minute it will produce steam that will affect anyone within a 5 foot radius. Once the steam has been produced for the next 15 minutes, all characters within this area become overcome with paranoia for 2 minutes. They are compelled to stay away from everyone, as everyone is out to get them. The character may choose the specifics of their paranoia.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rough-Rider’s Remedy ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Mistletoe, 1x Mad Bilberry&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all persistent &#039;&#039;&#039;Elixirs&#039;&#039;&#039; and &#039;&#039;&#039;Tinctures&#039;&#039;&#039; with a potency of 6 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Blackthorn’s Improved Wonder Cure ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 2x Rosemary, 1x Lavender&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Once this &#039;&#039;&#039;Elixir&#039;&#039;&#039; is ingested by a character, it will remove all diseases with a Virulence level of 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nightmare Venom ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Profane Cotton, 1x Wormwood, 2x Peyote Cactus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Apply this &#039;&#039;&#039;Elixir&#039;&#039;&#039; to a bladed weapon. The next 3 successful hits to a character must call “Fear”. If the bladed weapon is sheathed before it&#039;s used, then the &#039;&#039;&#039;Elixir&#039;&#039;&#039; is lost.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Devine Solvent ===&lt;br /&gt;
&#039;&#039;&#039;Requires:&#039;&#039;&#039; Laboratory, 2x Divine Dew, 1x Fire Weed, 1x Bell Blossom, 1x Fade Moss&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Potency level:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; When applied to a crafted item, after 10 minutes it will destroy the item into its component pieces. The component pieces can be collected from the Post Office.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=520</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=520"/>
		<updated>2026-03-18T18:46:47Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket. &lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=519</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=519"/>
		<updated>2026-03-18T18:46:34Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18/03/2026&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics&#039;&#039;&#039; Schematics alphabetised, general grammar tidy up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites alphabetised, general grammar tidy up.&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket. &lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
&lt;br /&gt;
No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=518</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=518"/>
		<updated>2026-03-18T18:45:07Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the Crafter’s Workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the Crafter must inform a Referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the Crafter does not need to separately inform the Referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the Crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct Components, as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc.)&lt;br /&gt;
* Crafted Items (items created by Crafters which can be used as components in other schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in-game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the Crafter. As long as they still have all the required components, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible—for instance, if they are stolen mid-crafting—then the Crafter will need to acquire replacements before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A Workshop provides the tools a Crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bulletproof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in-game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example, a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in-game, which will have various effects. These will have their own item card and will also need to be physically represented (attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (when packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly acceptable for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can, however, only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Bone&lt;br /&gt;
* Chalk&lt;br /&gt;
* Clay&lt;br /&gt;
* Coal&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Cotton&lt;br /&gt;
* Flux&lt;br /&gt;
* Gems&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Oil&lt;br /&gt;
* Rubber&lt;br /&gt;
* Salt&lt;br /&gt;
* Sand&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Stone&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Wood&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own, they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics represent the height of a Crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Animal Pelt, 2x Salt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 2x Coal, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Copper Ore, 2x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill to teach a third person the same Schematic/Recipe/Religious Rite.&lt;br /&gt;
Can be used once; then is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze&lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well Versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well Versed’ subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather&lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be sewn into clothing or be a separate physrep.&lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.&lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.&lt;br /&gt;
Once the hits have been used, the item is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are left and right arms, left and right legs, torso, and head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincture and recover all its component pieces after 5 minutes of roleplay.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Springs&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter subskill to exchange resource ribbons collected from nodes at the Post Office for base components that would usually be collected from beasts/monsters.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show this item to the Referee at the Post Office when exchanging ribbons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
Allows anyone wearing a Lifting Harness to ‘grapple’ another character who is on their death count without assistance.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
When used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves’ Tools instead of 5 minutes.&lt;br /&gt;
The lock is then destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra component cost when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Brooch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time by 5 minutes.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the ‘Medicine’ subskill to reduce surgery time by 2 minutes per Apothecary Ingredient, instead of 1 minute.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to pick locks with 5 minutes of roleplay.&lt;br /&gt;
The lock is then destroyed and components cannot be recovered.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks may require longer than 5 minutes to pick, even with Thieves’ Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows anyone to use the Medical Practitioner’s ‘Staunch the Wound’ subskill without having the skill.&lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Please do not use a real-life tourniquet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass&lt;br /&gt;
&lt;br /&gt;
Allows a single Provisioner to collect 2 additional resource ribbons per day.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.&lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the Crafter will collect a duplicate item from the Post Office when exchanging their components.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this item at the Post Office when collecting their items. A Crafter still needs to know the schematics; this item does not grant knowledge of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of a resource when they exchange a single Resource Ribbon at the Post Office.&lt;br /&gt;
One use only; then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show this item to the Referee at the Post Office when exchanging their ribbon. This is done before receiving the resource.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.&lt;br /&gt;
Only one character may be healed on this bed at a time.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distiller’s Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.&lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinctures for the cost of 1 set of ingredients.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipe/Religious Rite at the same time.&lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the jewellery (ring, earrings, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their Holy Symbol (maximum of 2 rites at the same time).&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs&lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!&lt;br /&gt;
&lt;br /&gt;
Note: Printing presses are used as roleplay aids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem&lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to open any lock in 10 seconds.&lt;br /&gt;
This item is destroyed after use; no components can be recovered when destroyed in this way.&lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the artwork (painting, sculpture, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=517</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=517"/>
		<updated>2026-03-18T18:43:15Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Available Schematics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the crafter’s workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the crafter must inform a referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the crafter does not need to separately inform the referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct components as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc)&lt;br /&gt;
* Crafted Items (crafted items that crafters make can be further used as components in some Schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the crafter. As long as they still have all the components required, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible, for instance they were stolen mid crafting, then the crafter will need to acquire replacements before continuing from where they left off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A workshop provides the tools a crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bullet proof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly fine for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can however only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Bone&lt;br /&gt;
* Chalk&lt;br /&gt;
* Clay&lt;br /&gt;
* Coal&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Cotton&lt;br /&gt;
* Flux&lt;br /&gt;
* Gems&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Oil&lt;br /&gt;
* Rubber&lt;br /&gt;
* Salt&lt;br /&gt;
* Sand&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Stone&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Wood&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own, they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics represent the height of a Crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Animal Pelt, 2x Salt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 2x Coal, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Copper Ore, 2x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill to teach a third person the same Schematic/Recipe/Religious Rite.&lt;br /&gt;
Can be used once; then is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze&lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well Versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well Versed’ subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulletproof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather&lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be sewn into clothing or be a separate physrep.&lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.&lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.&lt;br /&gt;
Once the hits have been used, the item is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are left and right arms, left and right legs, torso, and head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincture and recover all its component pieces after 5 minutes of roleplay.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Springs&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter subskill to exchange resource ribbons collected from nodes at the Post Office for base components that would usually be collected from beasts/monsters.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show this item to the Referee at the Post Office when exchanging ribbons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
Allows anyone wearing a Lifting Harness to ‘grapple’ another character who is on their death count without assistance.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
When used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves’ Tools instead of 5 minutes.&lt;br /&gt;
The lock is then destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra component cost when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Brooch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs&lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time by 5 minutes.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric&lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the ‘Medicine’ subskill to reduce surgery time by 2 minutes per Apothecary Ingredient, instead of 1 minute.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves’ Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to pick locks with 5 minutes of roleplay.&lt;br /&gt;
The lock is then destroyed and components cannot be recovered.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks may require longer than 5 minutes to pick, even with Thieves’ Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows anyone to use the Medical Practitioner’s ‘Staunch the Wound’ subskill without having the skill.&lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: Please do not use a real-life tourniquet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass&lt;br /&gt;
&lt;br /&gt;
Allows a single Provisioner to collect 2 additional resource ribbons per day.&lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.&lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the Crafter will collect a duplicate item from the Post Office when exchanging their components.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this item at the Post Office when collecting their items. A Crafter still needs to know the schematics; this item does not grant knowledge of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal&lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of a resource when they exchange a single Resource Ribbon at the Post Office.&lt;br /&gt;
One use only; then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show this item to the Referee at the Post Office when exchanging their ribbon. This is done before receiving the resource.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror&lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.&lt;br /&gt;
Only one character may be healed on this bed at a time.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: This item may be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distiller’s Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog&lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.&lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinctures for the cost of 1 set of ingredients.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies&lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipe/Religious Rite at the same time.&lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the jewellery (ring, earrings, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their Holy Symbol (maximum of 2 rites at the same time).&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy Symbol at a time in a rite.&lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs&lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!&lt;br /&gt;
&lt;br /&gt;
Note: Printing presses are used as roleplay aids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem&lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.&lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
Allows a Criminal to open any lock in 10 seconds.&lt;br /&gt;
This item is destroyed after use; no components can be recovered when destroyed in this way.&lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay&lt;br /&gt;
&lt;br /&gt;
The Crafter can choose the form of the artwork (painting, sculpture, etc.).&lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=516</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=516"/>
		<updated>2026-03-18T18:37:15Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Base Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the crafter’s workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the crafter must inform a referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the crafter does not need to separately inform the referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct components as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc)&lt;br /&gt;
* Crafted Items (crafted items that crafters make can be further used as components in some Schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the crafter. As long as they still have all the components required, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible, for instance they were stolen mid crafting, then the crafter will need to acquire replacements before continuing from where they left off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A workshop provides the tools a crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bullet proof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly fine for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can however only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Bone&lt;br /&gt;
* Chalk&lt;br /&gt;
* Clay&lt;br /&gt;
* Coal&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Cotton&lt;br /&gt;
* Flux&lt;br /&gt;
* Gems&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Oil&lt;br /&gt;
* Rubber&lt;br /&gt;
* Salt&lt;br /&gt;
* Sand&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Stone&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Wood&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics are the height of a crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Animal Pelt, 2x Salt&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Iron Ore , 2x Coal, 1 Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires workshop , 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
requires workshop, 3x Copper Ore, 2x coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Cotton&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Proof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather  &lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be ‘sewn into clothing’ or be a separate physrep.   &lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.  &lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.  &lt;br /&gt;
Once the hits have been used the item is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are Left and Right Arms, Left and Right Legs, Torso, and head.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time via surgery by 5 minutes.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: This item might be required for treating some Physical Traumatic Wounds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincher and recover all its component pieces after 5 minutes of role play.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Lets anyone use the Medical Practitioner&#039;s subskill ‘Staunch the wound’ without having the skill.  &lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Please do not use a real-life Tourniquet!!!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze  &lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well versed’ subskill.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite.  &lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass  &lt;br /&gt;
&lt;br /&gt;
Allows a single Provisioner to collect 2 additional resource ribbons per day.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Spring  &lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter subskill to exchange resource ribbons, collected from nodes, at the post office for base components that usually would have to be collected from beasts/monsters.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbons.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood  &lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill the ability to teach a third person the same Schematic/Recipes/Religious Rite.  &lt;br /&gt;
Can be used once; then is destroyed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the subskill “Medicine” to reduce surgery time by 2 minutes per Apothecary Ingredient when using the “Medicine” subskill, instead of reducing it by 1 minute.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric  &lt;br /&gt;
&lt;br /&gt;
Allows anyone who is wearing a Lifting Harness to ‘grapple’ another character that is on their death count without the assistance of anyone else.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric  &lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Allows a ‘Criminal’ to pick locks with 5 minutes of roleplay.  &lt;br /&gt;
The lock is then destroyed and components cannot be recovered.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks might require longer than 5 minutes to pick, even with Thieves Tools.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
When this lock is used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves&#039; Tools instead of 5 minutes.  &lt;br /&gt;
The lock is then destroyed; components cannot be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra cost in components when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Broach&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies  &lt;br /&gt;
&lt;br /&gt;
Allows an ‘Academic’ with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipes/Religious Rite at the same time.  &lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their holy symbol (max 2 rites) at the same time.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite.  &lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror  &lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.  &lt;br /&gt;
Only one character may be healed on this bed at a time.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: This item might be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal  &lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of a resource when they exchange a single Resource Ribbon at the Post Office.  &lt;br /&gt;
One use only; then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbon. This is done before receiving the resource.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distillers Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog  &lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.  &lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinchers for the cost of 1 set of ingredients.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Allows a ‘Criminal’ to open any lock in 10 seconds.  &lt;br /&gt;
This item is destroyed after it is used; no components can be recovered when destroyed this way.  &lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.  &lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the crafter will collect a duplicate item from the Post Office when exchanging their components.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this at the Post Office when collecting their items. A crafter still needs to know the schematics; this item does not grant knowledge of them.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem  &lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs  &lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!    &lt;br /&gt;
&lt;br /&gt;
Notes: Printing presses are used as roleplay aids.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
The crafter can pick the flavour of the jewellery, ring, earrings etc.  &lt;br /&gt;
The Post Office will not buy this item.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay  &lt;br /&gt;
&lt;br /&gt;
The crafter can pick the flavour of the piece of art, painting, sculpture etc.  &lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=515</id>
		<title>Crafting and Schematics</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Crafting_and_Schematics&amp;diff=515"/>
		<updated>2026-03-18T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: /* Schematics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Crafted items are more than mere tools or possessions. They are the product of careful design, sourceable components, and skilled assembly. When the right materials are combined correctly, they can achieve effects or qualities that simple items cannot. Most crafted items provide practical benefits to their users or to others, whether in the field, in trade, or in survival. Some, however, are created purely for display, showing wealth, status, or taste rather than offering practical function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating Crafted Items ==&lt;br /&gt;
&lt;br /&gt;
A Crafter may create any item for which they know the Schematic. Each item requires specific Components, as detailed in the schematic, as well as access to the crafter’s workshop. Crafting takes five minutes per item.&lt;br /&gt;
&lt;br /&gt;
Before beginning, the crafter must inform a referee of their intention to craft an item. Multiple items can be created in a single session; it still takes five minutes per item, but the crafter does not need to separately inform the referee or collect each Crafted Item Card from the Post Office before starting the next item. Once the crafting session is complete, the crafter hands in all components and collects the corresponding Crafted Item Cards.&lt;br /&gt;
&lt;br /&gt;
The Crafted Item Card states the item’s name, all in-game effects, and its expiry date, and should be attached to a Phys Rep where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
&lt;br /&gt;
Each crafted item requires the correct components as detailed by the specific schematic. This may include:&lt;br /&gt;
&lt;br /&gt;
* Base components (bone, iron ore, wood, etc)&lt;br /&gt;
* Crafted Items (crafted items that crafters make can be further used as components in some Schematics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Availability of Components ====&lt;br /&gt;
&lt;br /&gt;
Components are available in game through various means, including the Post Office. Whilst the Post Office offers a convenient way to buy and sell components, that convenience comes at a premium, and better opportunities can often be found through trade and play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interrupting Crafting ==&lt;br /&gt;
&lt;br /&gt;
Crafting can be interrupted with little consequence to the crafter. As long as they still have all the components required, they can continue crafting their items from where they left off.&lt;br /&gt;
&lt;br /&gt;
If components are no longer accessible, for instance they were stolen mid crafting, then the crafter will need to acquire replacements before continuing from where they left off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
&lt;br /&gt;
A workshop provides the tools a crafter needs to bring schematics to life. It is non-specific, capable of supporting the creation of everything from delicate jewellery to bullet proof plating or refined tools.&lt;br /&gt;
&lt;br /&gt;
* A Workshop is required for crafting items.&lt;br /&gt;
* Every Crafter can start the game with a Workshop; it is not an item you need to buy in game and will not have its own item card. A Workshop should be appropriately physically represented by at least an area set up to do your work, for example a workbench and crafting tools.&lt;br /&gt;
* It is also possible to acquire upgraded Workshops in game which will have various effects. These will have their own item card and will also need to be physically represented (just attaching the item card to your existing Workshop is perfectly fine).&lt;br /&gt;
* Workshops take 10 minutes to set up and pack away and can be carried (packed away) by two people.&lt;br /&gt;
&lt;br /&gt;
Note: It is perfectly fine for multiple Crafters to use the same &#039;&#039;&#039;Basic Workshop&#039;&#039;&#039; at the same time. &#039;&#039;&#039;Upgraded Workshops&#039;&#039;&#039; can however only be used by one Crafter at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics represent the knowledge a Crafter possesses that allows them to create specific in-game items. Characters automatically know a number of schematics of their choice when selecting the Crafter Archetype. The total number of schematics a character knows depends on whether they are a Professional or Hobbyist Crafter, and whether they have taken the Extra Schematics sub-skill.&lt;br /&gt;
&lt;br /&gt;
Crafters can learn additional schematics in-game either through the Backwards Engineering sub-skill or by being taught by an Academic.&lt;br /&gt;
&lt;br /&gt;
* Professional Crafters can know and learn Major, Intermediate, and Minor schematics.&lt;br /&gt;
* Hobbyist Crafters can know and learn Intermediate and Minor schematics.&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels: Major, Intermediate, and Minor.&lt;br /&gt;
&lt;br /&gt;
Note: Schematics do not need to be represented physically in-game, although doing so can provide an excellent prop for roleplay. Regardless of what happens to the physical representation, a character’s knowledge of a schematic is unaffected.&lt;br /&gt;
&lt;br /&gt;
== Base Components ==&lt;br /&gt;
&lt;br /&gt;
Base components are the raw materials from which all crafted items begin. They are simple and unrefined on their own, such as iron ore, bone, wood, cotton and the like, but in the hands of a skilled Crafter, they become the foundations of more complex creations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In-game Base Components ===&lt;br /&gt;
&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Copper Ore&lt;br /&gt;
* Tin Ore&lt;br /&gt;
* Gold Ore&lt;br /&gt;
* Silver Ore&lt;br /&gt;
* Zinc&lt;br /&gt;
* Gems&lt;br /&gt;
* Coal&lt;br /&gt;
* Flux&lt;br /&gt;
* Wood&lt;br /&gt;
* Stone&lt;br /&gt;
* Salt&lt;br /&gt;
* Clay&lt;br /&gt;
* Chalk&lt;br /&gt;
* Sand&lt;br /&gt;
* Cotton&lt;br /&gt;
* Rubber&lt;br /&gt;
* Bone&lt;br /&gt;
* Animal Pelt&lt;br /&gt;
* Oil&lt;br /&gt;
&lt;br /&gt;
== Available Schematics ==&lt;br /&gt;
&lt;br /&gt;
Schematics are divided into three levels of complexity:&lt;br /&gt;
&lt;br /&gt;
* Minor Schematics: Items created from minor schematics serve as the building blocks of crafting. On their own they have little purpose, but they are essential components in the creation of more advanced items.&lt;br /&gt;
* Intermediate Schematics: Items from intermediate schematics stand at the midpoint of the craft. They can be used as components in more complex schematics, or they may hold value and function in their own right.&lt;br /&gt;
* Major Schematics: Items from major schematics are the height of a crafter’s skill. Some grant powerful or practical benefits, while others exist solely as works of prestige, wealth, or artistry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Minor Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Screws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nails&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Iron Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glue&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Bone, 2x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Steel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Oil, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Iron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Iron Ore, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Brass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Zinc, 1x Flux, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Cog&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wooden Handle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wood, 1x Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grinding Stone&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stone, 1x Wooden Handle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fabric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Cotton, 1x Animal Pelt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bricks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Clay, 1x Chalk, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Bronze&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Copper Ore, 1x Tin Ore, 1x Flux&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cut Gems&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Gems, 1x Grinding Stone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leather&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Animal Pelt, 2x Salt&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rubber Belt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x rubber, 1x Cotton, 1x Chalk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  3x Sand, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Springs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Iron Ore , 2x Coal, 1 Oil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires workshop , 3x String&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wire&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
requires workshop, 3x Copper Ore, 2x coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Gold&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  4x Gold Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refined Silver&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  4x Silver Ore, 1x Coal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;String&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop,  2x Cotton&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Proof Plates&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Nails, 1x Leather  &lt;br /&gt;
&lt;br /&gt;
This item is attached to a location and can either be ‘sewn into clothing’ or be a separate physrep.   &lt;br /&gt;
A person can only wear one set of bulletproof plates per location at a time.  &lt;br /&gt;
Will negate a single Mangle/Rend to the location the item of clothing is covering.  &lt;br /&gt;
Once the hits have been used the item is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: Locations allowed to be covered are Left and Right Arms, Left and Right Legs, Torso, and head.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality Surgical Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
If used during surgery, the Medical Practitioner reduces healing time via surgery by 5 minutes.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: This item might be required for treating some Physical Traumatic Wounds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Centrifuge&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Metal Cog, 1x Screws, 1x Rubber Belt, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary destroy an Elixir or Tincher and recover all its component pieces after 5 minutes of role play.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clipping Knife&#039;&#039;&#039;&amp;lt;br&amp;gt;  &lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Wooden Handle, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
Lets an Apothecary gain one additional copy of an Apothecary Ingredient when using the Duplicate subskill.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tourniquet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Rope, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Lets anyone use the Medical Practitioner&#039;s subskill ‘Staunch the wound’ without having the skill.  &lt;br /&gt;
Can be used once; then is destroyed, and no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Please do not use a real-life Tourniquet!!!!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autopsy Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Steel, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Reduces the time a Medical Practitioner takes to use the ‘Autopsy’ subskill to 1 minute when used on a dead body.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bronzed Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Sand, 3x Stock Bronze  &lt;br /&gt;
&lt;br /&gt;
Allows the ‘Well versed’ subskill to be used 1 additional time per day by a single Religious Practitioner with the ‘Well versed’ subskill.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite.  &lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trail Pack&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Fabric, 1x Leather, 1x Stock Brass  &lt;br /&gt;
&lt;br /&gt;
Allows a single Provisioner to collect 2 additional resource ribbons per day.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hunters Trap&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Stock Iron, 1x Screws, 1x Spring  &lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner with the Hunter subskill to exchange resource ribbons, collected from nodes, at the post office for base components that usually would have to be collected from beasts/monsters.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbons.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academic Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Stone, 1x Rubber, 1x Fabric, 1x Wood  &lt;br /&gt;
&lt;br /&gt;
Allows an Academic with the Lecturer subskill the ability to teach a third person the same Schematic/Recipes/Religious Rite.  &lt;br /&gt;
Can be used once; then is destroyed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 1x Rubber, 1x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner with the subskill “Medicine” to reduce surgery time by 2 minutes per Apothecary Ingredient when using the “Medicine” subskill, instead of reducing it by 1 minute.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lifting Harness&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Leather, 2x Rope, 2x Fabric  &lt;br /&gt;
&lt;br /&gt;
Allows anyone who is wearing a Lifting Harness to ‘grapple’ another character that is on their death count without the assistance of anyone else.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Leather, 1x String, 2x Fabric  &lt;br /&gt;
&lt;br /&gt;
This bag cannot be pickpocketed; however, it can still be stolen if left unattended.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thieves Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Wooden Handle, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Allows a ‘Criminal’ to pick locks with 5 minutes of roleplay.  &lt;br /&gt;
The lock is then destroyed and components cannot be recovered.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: Some improved locks might require longer than 5 minutes to pick, even with Thieves Tools.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Lock&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Brass, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
When this lock is used to lock a box or chest, it will take 10 minutes of roleplay to pick with Thieves&#039; Tools instead of 5 minutes.  &lt;br /&gt;
The lock is then destroyed; components cannot be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metal Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Iron, 1x Screws, 2x Stock Steel  &lt;br /&gt;
&lt;br /&gt;
Once per day, allows a Crafter to make one additional duplicate item at no extra cost in components when using one of the following schematics: Stock Steel, Stock Iron, Stock Brass, or Stock Bronze.  &lt;br /&gt;
Lasts one year, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Hand Mirror&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Glass, 2x Refined Gold, 1x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Timepiece&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 2x Metal Cog, 1x Glass, 1x Springs  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Bracelet&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 2x Refined Gold, 1x Screws  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Necklace&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 4x Refined Gold, 1x Wire  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Ornate Gold Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Silver Ring&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Broach&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Brass, 1x Refined Silver, 1x Refined Gold, 1x Wire, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
An item that can be used to show status or wealth.&lt;br /&gt;
&lt;br /&gt;
=== Major Schematics ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecturer Supplies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 3x Academic Supplies  &lt;br /&gt;
&lt;br /&gt;
Allows an ‘Academic’ with the ‘Lecturer’ subskill to teach up to 5 people the same Schematic/Recipes/Religious Rite at the same time.  &lt;br /&gt;
Can be used once; then is destroyed; components cannot be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate Holy Symbol&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Ornate Gold Rings, 2x Ornate Silver Rings, 1x Grinding Stone  &lt;br /&gt;
&lt;br /&gt;
Allows a Religious Practitioner to store 1 additional Religious Rite on their holy symbol (max 2 rites) at the same time.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: A Religious Practitioner may only use 1 Holy symbol at a time in a rite.  &lt;br /&gt;
Once the item is destroyed, it can still be used as a normal Holy Symbol.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom-Made Gun&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Screws, 1x Refined Gold, 1x Springs, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Only usable by a Gunslinger. Once per day, whilst used by a Gunslinger, allows the wielder to call Mangle with a single shot.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Care Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Screws, 1x Fabric, 1x Ornate Hand Mirror  &lt;br /&gt;
&lt;br /&gt;
Allows a Medical Practitioner to place a character on this bed and reduce the time to perform ‘Surgery’ on that character to 1 minute.  &lt;br /&gt;
Only one character may be healed on this bed at a time.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: This item might be required for treating some Physical Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blasting Powder&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x String, 1x Stock Iron, 1x Glue, 1x Salt, 1x Coal  &lt;br /&gt;
&lt;br /&gt;
Allows a Provisioner to gain 10 copies of a resource when they exchange a single Resource Ribbon at the Post Office.  &lt;br /&gt;
One use only; then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The Provisioner will need to show the Referee at the Post Office this item when they exchange their ribbon. This is done before receiving the resource.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distillers Laboratory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Glass, 1x Stock Brass, 1x Rubber Belt, 1x Metal Cog  &lt;br /&gt;
&lt;br /&gt;
This is an upgraded Laboratory.  &lt;br /&gt;
Only usable by an Apothecary. Once per day, whilst used by an Apothecary, allows the user to make 2 of the same Tinchers for the cost of 1 set of ingredients.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skeleton Key&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Refined Gold, 1x Refined Silver, 1x Grinding Stone, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
Allows a ‘Criminal’ to open any lock in 10 seconds.  &lt;br /&gt;
This item is destroyed after it is used; no components can be recovered when destroyed this way.  &lt;br /&gt;
&lt;br /&gt;
Roleplay note: It is a crime to possess a Skeleton Key.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blacksmith’s Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Stock Steel, 1x Stock Iron, 1x Grinding Stone, 1x Wooden Handle  &lt;br /&gt;
&lt;br /&gt;
This is an upgraded Workshop.  &lt;br /&gt;
When using this workshop to craft an item from the following schematics: Screws, Nails, Stock Steel, Stock Iron, Metal Cog, Springs, and Wire, the crafter will collect a duplicate item from the Post Office when exchanging their components.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
Note: The player will need to show this at the Post Office when collecting their items. A crafter still needs to know the schematics; this item does not grant knowledge of them.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Séance Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Chalk, 1x Refined Silver, 1x Salt, 1x Ornate Hand Mirror, 1x Cut Gem  &lt;br /&gt;
&lt;br /&gt;
One use per day. Allows each person in a Séance Religious Rite to ask 1 additional question.  &lt;br /&gt;
Lasts two years, then is destroyed; no components can be recovered.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Printing Press&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Stock Steel, 1x Stock Brass, 1x Metal Press, 1x Springs  &lt;br /&gt;
&lt;br /&gt;
In-game effects: none, but you own a printing press!    &lt;br /&gt;
&lt;br /&gt;
Notes: Printing presses are used as roleplay aids.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masterpiece Jewellery&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 2x Refined Gold, 2x Refined Silver, 1x Cut Gems  &lt;br /&gt;
&lt;br /&gt;
The crafter can pick the flavour of the jewellery, ring, earrings etc.  &lt;br /&gt;
The Post Office will not buy this item.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work of Art&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Requires: Workshop, 1x Oil, 1x Fabric, 1x Stone, 1x Quality Surgical Tools, 1x Clay  &lt;br /&gt;
&lt;br /&gt;
The crafter can pick the flavour of the piece of art, painting, sculpture etc.  &lt;br /&gt;
The Post Office will not buy this item.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
	</entry>
	<entry>
		<id>https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=514</id>
		<title>Rules Change Log</title>
		<link rel="alternate" type="text/html" href="https://wiki.wyldwest.co.uk/index.php?title=Rules_Change_Log&amp;diff=514"/>
		<updated>2026-03-17T18:23:28Z</updated>

		<summary type="html">&lt;p&gt;RobAdmin: &lt;/p&gt;
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&lt;div&gt;Below is a list of changes and amendments we have made to the rules.&lt;br /&gt;
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&#039;&#039;&#039;14/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites;&#039;&#039;&#039; Rites Alphabetised, general grammar tidy up.&lt;br /&gt;
&#039;&#039;&#039;In character Theft - Pickpocket:&#039;&#039;&#039; A line added just to reinforce that only Criminals can Pickpocket. &lt;br /&gt;
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&#039;&#039;&#039;14/02/2026&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crafting and Apothecary Research;&#039;&#039;&#039; Rules for Crafters and Apothecaries to do in game research.&lt;br /&gt;
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&#039;&#039;&#039;30/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery;&#039;&#039;&#039; Added that death counts are paused when Surgery is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery - Interrupting Surgery;&#039;&#039;&#039; Added section of rules.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;29/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Profane Fog&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Making Tinctures and Elixirs: Marchers Vapour&#039;&#039;&#039; updated effects to be less confusing.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;19/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation - Medical Practitioner:&#039;&#039;&#039; added; &amp;quot;If the character is under the effect of any persistent Tincture or Elixir and at what Potency Level.&amp;quot; to Inspecting. This was always the intent but it was missing.&lt;br /&gt;
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&#039;&#039;&#039;Crafting and Schematics: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Workshops. Every Crafter should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
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&#039;&#039;&#039;Making Tinctures and Elixirs: Tools of the Trade:&#039;&#039;&#039; Made a note that it is ok for characters to use the same Basic Laboratory. Every Apothecary should always have access to one, so we feel it will not effect the game.&lt;br /&gt;
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&#039;&#039;&#039;31/03/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Safety and Inspection Guidelines - Throwing Weapons&#039;&#039;&#039;: We have amended the specifications to throwing weapons. Throwing weapons now have a maximum dimension of 18&amp;quot; and we will not be allowing injection molded weapons.&lt;br /&gt;
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&#039;&#039;&#039;11/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites are now on the wiki&#039;&#039;&#039;: An article with the mechanics for performing Rites and a list of Known rites.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diseases are now on the wiki&#039;&#039;&#039;: An article with the mechanics for Diseases and a list of Known Diseases.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Athiest Flaw&#039;&#039;&#039;:  Has been changed so characters are not effected by any Religious Rite, positive and negative. Previously it was only immune to positive effects of rites. We felt this made no sense so have made the amendment.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athiest, Gun Shy and Illiterate Flaws&#039;&#039;&#039;: Have been slightly re worded to say some Archetypes are not available at all if a character has these flaws, not just at character creation. This is to better facilitate Character Progression to what we intended.&lt;br /&gt;
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&#039;&#039;&#039;14/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Religious Rites - Eyes of Revelation&#039;&#039;&#039;: Missing line of text added (....When the Religious Practitioner calls “Reveal Spirits” all ‘Invisible’ spirits within 30 feet will become ‘Visible’ for the next 10 minutes.)&lt;br /&gt;
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&#039;&#039;&#039;22/07/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Progression&#039;&#039;&#039;: We have added the ability to swap Religious Rite/Schematic/Recipe in-between events using XP.&lt;br /&gt;
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&#039;&#039;&#039;02/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing - Surgery&#039;&#039;&#039;; Base time to heal is now 10 minuites (previously was 30 minuites)&lt;br /&gt;
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No longer Removes Physical Traumatic Wounds (this has its own mechanic (see Physical Traumatic Wounds section of Healing)&lt;br /&gt;
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&#039;&#039;&#039;Healing - Speeding Up Surgery&#039;&#039;&#039;; Surgery is now significantly quicker and can be reduced down to a minimum  of 1 minuite.&lt;br /&gt;
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&#039;&#039;&#039;Healing - Physical &amp;amp; Spiritual Traumatic Wound&#039;&#039;&#039;; sections added.&lt;br /&gt;
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&#039;&#039;&#039;Character creation - Medical Practitioner&#039;&#039;&#039;; Surgery times brought in line with updated rules.&lt;br /&gt;
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&#039;&#039;&#039;Character creation - Religious Practitioner&#039;&#039;&#039;; Professional Religious Practitioners can &#039;Inspect&#039; a character to find out if they have any Spiritual Traumatic Wound. The treatment is now dictated by the Spiritual Traumatic Wound card, not a generic method of treatment.  &lt;br /&gt;
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&#039;&#039;&#039;Medicine subskill&#039;&#039;&#039; changed to a set time and changes the required amout of Apothecary Ingredients.&lt;br /&gt;
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&#039;&#039;&#039;Staunch the wound subskill&#039;&#039;&#039; changed to stop a characters death count for 1 minuite, down from 10 minuites which we feel was far too long.&lt;br /&gt;
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&#039;&#039;&#039;Religious Rites - Consecrate the Hands&#039;&#039;&#039;; Simplified. the &#039;halving of time required&#039; has been removed from the game and has being replaced by set reductions in time. This is across the board (like Staunch the wound has changed), and is far simpler to keep track of.&lt;br /&gt;
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&#039;&#039;&#039;Diseases&#039;&#039;&#039;; changed as Diagnosis is no longer a sub skill. Now it is any Professional Medical Practitioner Professional Medical Practitioner who has ‘Inspected’ a patient may look at the inside of the card.&lt;br /&gt;
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&#039;&#039;&#039;Flaw - Scarred&#039;&#039;&#039;; changed so now Medical Practitioners will not be able to find out how many hits you have left.&lt;br /&gt;
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&#039;&#039;&#039;03/09/2025&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crafting page renamed to Crafting and Schematics; now has the full list of Schematics.&lt;/div&gt;</summary>
		<author><name>RobAdmin</name></author>
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