Latest News

From Crucible
Jump to: navigation, search
  • Updated: 2 August 2015

Character Updates

We would encourage players to think about and answer these focus questions when they update their character document:

  • What do they do on the island during their downtime? Washing, foraging, scavenging, baking etc.
  • Who are their friends?
  • How do they feel about their faction since arriving on Avyrnas?
  • What are their long-term goals. Do they want to make a home here, find a way off the island?

Character updates aren’t mandatory, and there isn’t a specific deadline to have them completed (although the sooner the better, given how fast September is approaching). However, the GM team finds it very useful to be able to reference an up-to-date character document if necessary. While character updates don’t guarantee personal plot, it is easier for the GM team to factor your character into existing storylines if we understand how your character is engaging with the setting. It is also an incredibly valuable exercise for players to aide in re-connecting with the setting and story in between events.

Fair Play

From time to time the Storyteller team receives feedback that a participant in Crucible has behaved in a manner that is not in the spirit of fair play that we expect at our events. This has the potential to undermine the story we’re telling, and cause friction between participants.

To minimise this risk, we’d like to remind participants of the importance of fair, honest play, and ask your help to ensure you are playing in the spirit the game is intended. This includes, but isn’t limited to, issues such as:

  • Remembering to count and take your hits
  • Clearly communicating if you have means of resisting a particular call/action
  • Ensuring your Fate Bag delivers genuinely random results

We do understand this is a game of big heroics, and participants want to have a big and meaningful impact in scenes. This level of passion is great and helps make for grand drama and epic roleplay. However, if participants aren’t playing fairly, there’s a risk the GM team will under/over adjust levels of encounters inappropriately, leading to less than ideal scenes for everyone.

And there’s also the very real risk of players growing frustrated with each-other and making accusations of cheating. Not only does this risk breaking immersion and dampen the mood, but it can take up GM time that could be used more effectively to run scenes and and manage the logistics of the game.

By and large, most players are playing fairly, and those who have made mistakes have been quick to apologise, seek clarification around any issues they were confused about, or have made a greater effort to count their blows. For that, we thank you - and we thank everyone in advance for keeping fair play in mind at upcoming events.


We would like to express thanks to Colin Hunter and his team for the catering services they have provided for the Chronicle to date. Catering for an event this large is not an easy task, and we’re very grateful for the time Colin has devoted to us at past events.

We’re also excited to introduce Joel Williams who will be catering for Rise of the Dragon. Joel has managed catering at past campaign LARPs such as St Wolfgangs and Teonn. Joel is an accomplished chef and has a history of running efficient, lively kitchen during LARPs. We’ll be looking for volunteers to help out in the kitchen, so don’t hesitate to stick your head in and ask if anyone needs a hand if you’d like to take a break from the IC action.

If you have any friends who are keen to come along and be part of Crucible, but are perhaps not quite ready for crewing or playing, we are looking for additional staff for the kitchen and the Great Hall to help out with the food and its serving. If you or someone you know is interested, please contact us via

Please note: a reasonable effort will be made to cater to common dietary requirements, but if you have a very specific intolerance or food preference we encourage you to supplement and/or self-cater.

Player-Run Sanctioned Games

From time to time you might seen ‘Sanctioned Events’ advertised by players. These are Crucible-themed events that are created and run entirely by players that grant participants the same level of XP that a GM-run day game would - though participants are only allotted XP for a single event in between weekend games (XP from events does not stack). Past examples of player-run events have included parties, balls, scholarly lectures, and musical events. These provide opportunities for character development, IC information sharing, and social interaction.

We appreciate the players who have run these events in the past and look forward to sanctioning future events. We ask organisers and participants of sanctioned player-run events to keep these guidelines in mind:

  • Events are designated ‘sanctioned’ purely at the GMs discretion
  • GMs will have the final say on the course of any plot or gameplay decisions that need to be made
  • Character injury and death can occur at these events
  • GMs are under no obligation to provide plot at these events - participation will be at their discretion
  • Events must be not-for-profit. If a profit is generated, we ask it be invested in the Crucible project.

Assistance with funding or gear use will be discussed on a case-by-case basis, and is not guaranteed.

Examples of what the GMs will consider before granting Sanctioned status include; reasonable notice time, relatively open to participants, clear game plan, logistics self-managed. To have your event considered, please write to the GM team at and provide as much detail about your proposed event as possible.

Rules Clarifications

Personal Action Bonuses - The bonus effects granted by structures in a faction settlement or territory only apply once per character per phase. Multiple personal actions in the same location in a phase do not increase the chance of obtaining a result or getting multiple results.

Channeller - This ability does not in any circumstance allow the effects of the High Mage, Shaman or Sorcerer abilities to be combined with each other. Additionally, if used to convey a spell to another character to finish casting, the Channeller pays the reagent and mana cost for the spell, but the other character pays any effects such as the sorcerer backlash. In the case of any ritual spells that are passed on in this manner, both the Channeller and the other character must spend the time to ritual cast, the Channeller doing so before or at the same time as the other character (not later).

Blink - When a character makes use of the Blink Translocate spell, after the appropriate period roleplaying the spellcasting the caster places their hand on their head and immediately walks to their chosen location. As soon as the caster reaches this point they must remove their hand and “reappear” - under no circumstances are they allowed to remain OOC once they have reached this location. The intention of this spell is to allow for tactical withdrawls and repositionings, not for stealth attacks. If someone has blinked behind a target, it is not unreasonable for that target to have noticed some disturbance behind them.

Rules Changes August 2015

Disease (Mechanic) - Each disease in Crucible is now represented by a modified card that shows how many components are required to attempt to develop a cure. These cards are also updated to provide greater clarity around disease effects.

Locks (Mechanic) - Doors and containers within the setting can be locked, and are represented as such by a coloured piece of cord tied in a simple knot or bow-tie on the latch. A simple lock is represented by green cord, a complex lock by orange cord, and an arcane lock by one to three purple cords (Representing 1st, 2nd and 3rd circle arcane lock effects). If used to lock a door, the cord cannot actually impede the opening of the door for safety purposes.

Deductionist (Ability) - You are skilled at the art of assessing people, scenes and goings-on and drawing advanced conclusions about them. You gain 5 Intuition points per Chapter that allow you to submit an Investigation Report to the Quartermaster for the GM team (even between events) to review and provide you with some answers of redirection based on your analysis of a situation. During the course of gameplay, you may also question an NPC or readily available GM on details about a scene that your character has observed for at least 5 minutes to help you determine the possible cause of death of a body or the likely development of a diplomatic negotiation for instance.

Pathologist (Ability) - A pathologist may attempt to develop a cure for a disease present in the Chronicle. This can be done by filling out a Cure Development Form and handing it to the QM along with the components you have listed in the attempt. Failure to match the components will result in you accumulating disease cards yourself, and if you must either pass these on to other victims or risk dying yourself. Success means you are able to create cure elixirs for the disease as long as you hold on to your Cure Development Form signed off by the QM. Cure components may be researched in game via mechanisms listed on your Pathologists Guide.

Lock/Unlock (Spell) - Caster can with a touch lock a door, container or other appropriate opening with a 1st circle arcane lock, indicated by a single purple cord that they should tie to one door handle if a door or through the latch if a container or similar item. The caster may also remove such a purple cord unless indicated otherwise. Lockpicking Artefact (Shadow Guide) - If anyone possesses the special artefact from the Shadow Guide that affects lockpicking, they can contact us to obtain updated wording on its applications.

Call for Volunteers

A lot of work goes into making a game this big a success, and we appreciate all the people (past and present) who have stepped up to help bring the game to life. We're always happy to hear from people keen to lend a hand, so if you want to get involved in any capacity on the back end, please contact us at

Call for Crew!

Please continue to spread the word to potential crew! Send them to the website for more information about the game, and how to crew!

Past Rules Changes & Errata

(note, will have it's own page in time)

Creature Lore (Added 13 September 2014)

Items of Creature Lore are gained through possession of the Creature Lore ability or those who are part of the Hound faction. This information is provided in discrete segments in exchange for Gnosis Points (GP) and is in addition to any knowledge provided to you when you initially take the Creature Lore ability or a start a Hound character.

The next next distribution of Creature Lore will be able after Legacy of the Lost Event Page.

Note: As we are not easily able to cross reference what lore you may have learned in-game, from time to time you may be given information that you may have already learned in character from another player. In this case, it is assumed that you've confirmed what you've heard to be truthful and accurate. If there is a discrepency between the information you receive from the GMs, and the information you heard in-character, you can assume the information from the GMs is the correct lore.

Important: Please also refrain from sharing Creature Lore out of character! We do not want to see posts on Facebook or other places detailing what information you or others have acquired. Lore should always be shared in-character and only with those characters you would genuinely wish to give this information. If we can see players sharing this information out of character, the GM team reserves the right to refrain from giving them any further special game material (including other items or info from the Shadow Guide). This will help us control the distribution of information, and to allow for a more organic and roleplay-centric spread of game material. Thank you in advance for your understanding.

Rules Clarifications (Added 10 January 2015)

Reagent Limitations (Game Mechanic) - The resources of even a place like Avyrnas are not limitless, and as more spellcasters and other users of reagents are drawn into the Chronicle, conflict will inevitably arise over what there is. Players should be mindful that the more characters there are that rely upon reagents for various purposes, the more they will end up in competition with other characters who desire those resources likewise. Just because more characters wish to take reagent-related abilities, does not mean the supply of reagents will be increased by the GMs, as this would unbalance numerous related aspects of the game.

Spellcasting (Game Mechanic) – 2 seconds roleplaying of casting before spell call is required.

Meditation (Game Mechanic) - In all situations where a game ability requires a character to meditate, they must do so for the period specified, and during that time cannot engage in other actions or speak to other characters without having their concentration broken and having to start again.

Thievery (Game Mechanic) - When stealing specific items but where the object is not physically taken, two red ties are required on the object to denote it is missing and stolen. One red tie on an object merely means it is OOC.

Aether Sickness (Game Mechanic) - This crystallisation of arcane energies in their body reduces the character’s maximum HP by 1, which cannot be recovered except by medical treatment from an Adept Physician or higher. Sources of Aether Sickness stack.

Incapacitation (Game Mechanic) - Examples include being affected by AGONY or DYING, or through PARALYSIS or being tied up.

Incorporeal (Game Mechanic) - An INCORPOREAL character can still talk and be seen, but cannot physically interact or be interacted with by anything. For combat, this specifically means they are immune to all WEAPON and TOUCH attacks. They can be affected by MENTAL EFFECTS, so long as it is delivered by POINT or PACKET. They cannot cast any spells, even on themselves, unless they possess the College Mage, Illusion ability. Characters that are INCORPOREAL can wear a yellow headband, or hold one hand across their chest, to denote they are INCORPOREAL but do not have to. If they are not doing this, and are physically interacted with or targeted by an attack or effect that cannot affect them, they should state INVALID and temporarily put one arm across their chest to denote their INCORPOREAL status. We also recommend that they state OOC that they are INCORPOREAL for clarity, if the situation permits. Objects that are INCORPOREAL should also be marked with an obvious strip of yellow fabric.

Invisible (Game Mechanic) - An INVISIBLE character cannot be seen or heard when they speak, and they cannot normally interact or be interacted with by anything. If another character has the ability to see INVISIBLE then they may interact with, attack, cast spells on, etc., the INVISIBLE character or object. The INVISIBLE character may not cast spells (even on themself), unless they possess the College Mage, Illusion ability. The INVISIBLE character cannot physically attack a person or object without dropping their INVISIBLE status, even if their target can see INVISIBLE and is attacking them. Characters that are INVISIBLE should wear a teal headband or hold both hands across their chest to denote they are INVISIBLE. Objects that are INVISIBLE should also be marked with an obvious strip of teal fabric. Lasting spell effects can also be marked by teal coloured paper, though unlike people and objects this is only for the purpose of allowing those with the ability to see the INVISIBLE to determine the effect of the spell. At night, this effect should ideally be represented by teal (blue) glowsticks.

Agony (Call) - This is not a mental effect unless specifically said so by the source.

Point Blank (Call) - When you are using a bow or crossbow and have an arrow notched and drawn and there is an enemy within 3 metres you may point your bow at the target and call point blank WITHOUT firing the arrow. The arrow will then automatically hit and do standard damage (no special hits may be done this way). After you must take the arrow and throw it away on the ground and must notch and draw another arrow or remove it and slap it against your leg and re-notch it before being able to make the call again.

High Mage (Ability) - High Mage does not affect other things with numbers - like the number of charges of Stoneskin, the armour from Mage Armour, the armour from Harden Protection.

Merchant (Ability) - If levels of Merchant are taken during the course of the Chronicle, the character gains a one-off sum of currency based on the change in merchant level.

Shaman (Ability) - Fetishes cannot be triggered by people other than the Shaman. Ritualist is not required to use the Shaman abilities. You cannot stack use of Shaman abilities.

Sorcerer (Ability) - The drain on a wounded target by a sorcerer is a touch attack. Each sorcerer must have selected their alternate reagents from the start of the Chronicle (or when they acquire the sorcerer ability, and these cannot be changed later, they always remain the same). For a sorcerer to harvest one of these alternate organs they must harvest it in the same manner as a hunter, but no longer require Hunter or Surgeon to do so (they would still need Hunter to harvest normal reagents however).

Countermagic (Ability) Part 1 - You can spend 2 mana to call COUNTERSPELL on the spell of another caster as it is cast, thereby stopping its effect. If you are INVISIBLE or INCORPOREAL, you may only use this ability if you are a target of the spell. This ability is not affected by the College Mage, Illusion ability.

Countermagic (Ability) Part 2 - The COUNTERSPELL call may be used by someone wielding a two-handed weapon as long as they have one hand clearly open and outstretched when they make the call, having passed the two-handed weapon into one hand temporarily.

Blink Translocate (Spell) – Cannot be used to teleport through closed windows.

Ward (Spell) - Any Ward must have a tag stating the Watch it was cast during and any exclusions.

Magecraft (Spell) - Cannot be used to create anything larger than a longsword.

Stoneskin (Spell) - This spell ends at the end of the Day if not used up prior.

Sunder Object (Spell) - This spell cannot be used to inflict ARMOUR/SHIELD/WEAPON BREAK, and is intended to be used on minor objects as an element of roleplaying, rather than a combat technique.

Rules Changes added 10 January 2015

Ranger Class - Bonus attributes changed to +1 Power and +1 Finesse (Originally +1 Power and +1 Wits)

Finesse 2 – Gain +1 AP that does not stack with any other source of AP.

Finesse 4 - Gain +2 AP that does not stack with any other source of AP (replaces Finesse 2 bonus).

Power 2 - Gain an additional use of a per Encounter Adept Weapon Skill

Power 4 - Gain an additional use of a per Encounter Expert Weapon Skill, or 2 uses of an Adept Skill (replaces Power 2 bonus). Note that Expert Blunt Weapons is not affected by this.

Hunting & Foraging (Game Mechanic) - Those with Hunting and Foraging may start to find Wilderness Glyphs as they wander out from town. These combine to create sets of glyphs, and those who encounter and note down these glyphs may then hand completed sets to the Quartermaster in exchange for environmental and creature reagents.

Channel (Call) - (Instant) (Modifier) Used when casting a spell through a melee weapon to denote it is a spell, and not an effect from a mundane ability. Use of spells in conjunction with this call can be affected by counterspell, but only from the target of the strike.

Notable (Ability) - Characters with the Notable ability will at the start of a game receive a selection of special challenges that they can engage in over the course of the game, receiving special rewards if they complete them.

Stealth (Ability) – Attribute requirements now Finesse 3 & Wits 2 (originally Finesse 2 & Wits 3)

Shield, Expert (Ability) – Add the ability to RESIST damage from BLAST calls if you have a shield in your hand and are facing the source when the call is made. Note that this only applies to numerical damage, not effects like DISINTEGRATE.

Quick Kill (Ability) – This ability now costs 3xp, and allows the user to make the DEATH 1/Day call when using the Assassinate ability.

Hunter, Adept (Ability) – Attribute requirement changed to Finesse 2 (was originally Wits 2)

Merchant, Adept (Ability) – Now gain +400ss per Chapter for a total of +500ss (was originally +350/450)

Merchant, Expert (Ability) – Now gain +900ss per Chapter for a total of +1000ss (was originally +850/950)

Weapon Channelling (Ability) - Those who use this ability must now make use of the call CHANNEL when casting a spell via this ability.

Warmage (Ability) - Text changes to : For spells listed in their description as Warmage spells, when you spend the mana and take two seconds of roleplaying to cast them, you can repeat the casting twice for first circle spells, and once for second circle spells, without having to pay an additional mana or reagent cost or spend additional time roleplaying casting within the same encounter.

Hypnotism (Ability) – If engaged in direct conversation with a non-hostile target for at least two minutes while performing a repeated action that they can see with a pocketwatch or similarly sized object in your hand, you can follow up with a CHARM call that allows you to ask the truth of them or for the remainder of the Watch calm them down. Additionally, you may 3/Day through a roleplaying scene of at least 15 minutes of talking to a character about themselves, suppress the effects of a Derangement for that character until the end of the Watch.

Torturer (Ability) – For every 5 minutes of torture (Welfare Consideration) on an Incapacitated target, the target must answer a question asked of them truthfully or else they take one HP in damage. Additionally, a Torturer may 1/Encounter inflict AGONY with a melee attack on an Off-Guard character they strike from behind, and may at any time inflict AGONY on an Incapacitated character.

Blink Translocate (Spell) – Due in part to events that have occurred (or not occurred depending on ones perspective) in the Chronicle to date, the accessibility of translocation magic is becoming more difficult. The Blink Translocation spell that was previously a simple and straightforward utility spell to learn and master now requires more power to get it to do what it is meant to. From a game mechanic perspective, this means that the spell can only be used 1/Encounter, has an effective range of only 50m now, and always requires a common reagent to cast. It is no longer affected by the High Mage ability to ignore reagent cost for 1st circle spells or other such abilities.

Note: From a gamemaster perspective this is one of the most critical changes to the game we need to make. What was envisaged as a minor utility spell now is a major determining factor in almost any combat encounter, subverting many of the combat encounters we have planned and carried out so far. While this change will make several characters have to rethink their combat strategies, we would hope that no character is so structured around this one power to become unplayable as a result of the change. Be aware that most of the GM team hate this spell so much right now that we wish we had never included it in the first place, as it is ruining our efforts and making the game a lot less enjoyable for our crew that we send out.

Mental Shield (Spell) – Wording changed to “Caster may COUNTERSPELL the next Mental Effect that would otherwise affect them. A hand is not required to be raised for this spell when making the call. Spell ends at the end of the Day if not used prior.” The spell is also now a Ritual Cast.