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	<id>https://wiki.menhirsfate.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Amelia</id>
	<title>Menhirs Fate Wiki - User contributions [en]</title>
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	<updated>2026-06-19T13:59:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=User_talk:Amelia&amp;diff=2611</id>
		<title>User talk:Amelia</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=User_talk:Amelia&amp;diff=2611"/>
		<updated>2026-06-15T16:35:57Z</updated>

		<summary type="html">&lt;p&gt;Amelia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Amelia/Mellie&lt;br /&gt;
&lt;br /&gt;
Roles:&lt;br /&gt;
&lt;br /&gt;
- Referee Captain&lt;br /&gt;
- Field Referee&lt;br /&gt;
- Weapons Checker&lt;br /&gt;
- Bow Safety Checker&lt;/div&gt;</summary>
		<author><name>Amelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=User_talk:Amelia&amp;diff=2610</id>
		<title>User talk:Amelia</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=User_talk:Amelia&amp;diff=2610"/>
		<updated>2026-06-15T16:34:13Z</updated>

		<summary type="html">&lt;p&gt;Amelia: Create user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User page for Mellie (ref)&lt;/div&gt;</summary>
		<author><name>Amelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=2609</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=2609"/>
		<updated>2026-06-15T16:33:14Z</updated>

		<summary type="html">&lt;p&gt;Amelia: /* Critical State, Terminal State, Dying */  Add a section on bleed count and clarify how dying works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Critical State, Terminal State, Dying ==&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise.&lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character.&lt;br /&gt;
&lt;br /&gt;
=== Bleed Count ===&lt;br /&gt;
All characters &amp;quot;bleed out&amp;quot; in a critical state for 120 seconds (2 minutes) before entering a Terminal State.&lt;br /&gt;
&lt;br /&gt;
This can only be extended by certain boons, and the [[Fire Rites#Warming Hearth|Warming Hearth]] fire rite.&lt;br /&gt;
&lt;br /&gt;
Only a Referee or other Game Team member may ask what your current bleed count is, and you must answer truthfully.&lt;br /&gt;
&lt;br /&gt;
=== Terminal State &amp;amp; Character Death ===&lt;br /&gt;
Once a character&#039;s bleed count has elapsed, they are in a Terminal State and cannot be healed. &lt;br /&gt;
&lt;br /&gt;
This follows the same rules as being in a critical state, and the character may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return barring exceptional circumstances (which will be communicated by the Game Team). &lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. Please find a Referee at the earliest opportunity, and give them your Account ID (PID) or Character Name to register the death.&lt;br /&gt;
&lt;br /&gt;
Once your character is dead, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
== Mobility and Critical States ==&lt;br /&gt;
Even if you are a non-combatant, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
== Execute ==&lt;br /&gt;
Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid:&lt;br /&gt;
&lt;br /&gt;
* Head hits&lt;br /&gt;
* Hitting vulnerable areas&lt;br /&gt;
* Throat slitting&lt;br /&gt;
* Using non-LARP-safe weapons, e.g. arrows&lt;br /&gt;
* Stabbing with a weapon that is not thrust-safe, e.g. a sword&lt;br /&gt;
&lt;br /&gt;
== Moving characters ==&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a Referee must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
A hand is &amp;quot;empty&amp;quot; when it is not carrying a weapon - you may sheath a sword or stow a bow/shield in a sling if able, but most 2-handed weapons can&#039;t be stowed away to move a character. You may also not give your weapon to a critical character in order to carry them by yourself.&lt;br /&gt;
&lt;br /&gt;
== Apothecary and consumable potions ==&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
== In-Character theft ==&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
* Special items, handsels, apothecary consumables or enchanted objects - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep &#039;&#039;&#039;only&#039;&#039;&#039; the ribbon or card.&lt;br /&gt;
* In game coins&lt;br /&gt;
* In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player &#039;&#039;&#039;may not&#039;&#039;&#039; steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
== How many Magic items and how many effects can a person have? ==&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; ongoing effect provided by a Rite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; ongoing effect empowering a Focus through a rite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three&#039;&#039;&#039; Enchanted objects they are actively using. An item generated through a weaving item does not count towards your three enchanted items. This is for items generated through the enchantment skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
As many Boons, Curses, Hexes, and other divine or malign effects they take - there are no limits on these.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Rules Changes ==&lt;br /&gt;
Any character can re-spend their XP if your build isn&#039;t working for you - either between events or at the Customer Service desk.&lt;br /&gt;
&lt;br /&gt;
If you need to refer to things that have changed in the rules to explain previous IC events, you can use the catchphrase &amp;quot;The winds of magic have changed&amp;quot;. If someone uses this phrase or similar wording, you should assume that any discrepancies are due to an OC rules change and not pursue them IC.&lt;/div&gt;</summary>
		<author><name>Amelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Combat_Rules&amp;diff=2608</id>
		<title>Rules/Combat Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Combat_Rules&amp;diff=2608"/>
		<updated>2026-06-15T16:09:42Z</updated>

		<summary type="html">&lt;p&gt;Amelia: Linking critical state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Global Hit Points ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate, each player character starts with 3 global hit points, which can be increased with armour and skills. For the purposes of global hits it does not matter where you have been struck. You lose one hit every time you are struck in combat. A normal unarmoured character can take three points of damage before entering a ‘[[Other game rules#Critical State, Terminal State, Dying|critical state]]’ for 120 seconds (2 minutes).&lt;br /&gt;
&lt;br /&gt;
Any increase to your hits also increase them at a global level. You cannot gain different hit points on different sections of the body.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
All Characters regain their full amount of hit points at sunrise. There is no other way to naturally regain Hit Points without any action.&lt;br /&gt;
&lt;br /&gt;
=== Head hits ===&lt;br /&gt;
&lt;br /&gt;
Head hits are not a viable targets at Menhirs Fate. The head should not be targeted in melee or at range. Characters should aim elsewhere during a fight. We understand accidents happen and if you do accidentally strike the head then give a quick apology. Being struck in the head does not inflict any call or damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
We do not expect people to use their head to block and this will be dangerous play and may result in combat warnings or bans.&lt;br /&gt;
&lt;br /&gt;
=== The 1 second rule ===&lt;br /&gt;
&lt;br /&gt;
Being hit and receiving damage in Menhirs Fate follows the 1 second rule. This means you can only lose 1 hit from each source of damage every second. It does allow you to take more than 1 damage per second if you are hit by multiple sources of damage such as two separate people hitting you at the same time. The ambidexterity skill may allow you to attack fast enough to hit multiple times very quickly but you will still only cause 1 damage per second.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Magic ===&lt;br /&gt;
&lt;br /&gt;
Ranged spells do not cause a point of damage except the Cantrip elemental blast. However all ranged spells cannot be blocked unless they are counter spelled or resisted by the target.&lt;br /&gt;
&lt;br /&gt;
== What is an Encounter? ==&lt;br /&gt;
An encounter is any time you leave Haven through a rift. Many abilities in Menhirs Fate are usuable on a per encounter basis and will recharge when you return to Haven ready for the next encounter you go on.&lt;br /&gt;
&lt;br /&gt;
Sometimes things occur in Haven that require you to use per encounter abilities. In these cases, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Sparring ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate does not feature non lethal damage as a mechanic. In the safety of Haven you may spar or otherwise practice with larp weapons and not do any damage or require healing afterwards but only for sparring purposes. Any other kind of combat will inflict damage as normal. You may roleplay that you have received minor training injuries if you wish and give healing roleplay to those playing healers but this will not require mechanical efforts to fix.&lt;br /&gt;
&lt;br /&gt;
== Sanctioned Combat and Grappling ==&lt;br /&gt;
&lt;br /&gt;
At Menhirs Fate grappling is not allowed during normal combat for safety concerns. In certain circumstances we will allow for Sanctioned Combat that may allow for grappling and other stage fighting elements to be used. This must be done under the guidance of a Ref who will check if both participants agree to these elements and also check the area to make sure it is safe for Sanctioned Combat. Generally this will be within Haven in situations such as duels or sparring but occasionally may be occur on a skirmish that is specifically set up to accommodate it. These fights still follow all other combat safety rules and while Stage fighting is allowed you may not land punches and kicks.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Armour does not count as separate hits for the purposes of healing. When the character is healed their global hits are recovered with no distinction between hits provided from their base hits, armour or other sources.&lt;br /&gt;
&lt;br /&gt;
The coverage system below describes locations but coverage may be achieved by any number of actual armour pieces. Chainmail, Articulated plate arms or a set of shoulder armour and bracers would all achieve the same mechanical effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
For armour to be effective and provide benefits, you must have at least partial coverage as described below. Only then will it stop damage calls and increase the number of hits a character can withstand before entering a critical state.&lt;br /&gt;
&lt;br /&gt;
===== Partial coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Partial Coverage of the whole body you must have any 4 of the locations in the list below. This will grant you the hits listed in the relevant armour types partial coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
===== Full Coverage =====&lt;br /&gt;
&lt;br /&gt;
Armour safety can be found [[Rules/Weapons and Armour Safety#Armour_safety|here]]&lt;br /&gt;
&lt;br /&gt;
To gain Full Coverage of the whole body you must have one torso location covered and any other 5 of the locations in the list below. This will grant you the hits listed in the relevant armour types Full coverage section.&lt;br /&gt;
&lt;br /&gt;
* Head&lt;br /&gt;
* Upper torso&lt;br /&gt;
* Lower Torso&lt;br /&gt;
* Upper Arm (Left or Right)&lt;br /&gt;
* Lower Arm (Left or Right)&lt;br /&gt;
* Upper Leg (Left or Right)&lt;br /&gt;
* Lower Leg (Left or Right)&lt;br /&gt;
&lt;br /&gt;
Mixing armour types may be done for aesthetic reasons but you only gain armour for the lowest armour type involved in the coverage&amp;lt;br /&amp;gt;&lt;br /&gt;
e.g 2 leather greaves and 2 padded arms would result in light partial coverage.&amp;lt;br /&amp;gt;&lt;br /&gt;
2 leather greaves, 2 padded arms and a leather torso would result in medium coverage&lt;br /&gt;
&lt;br /&gt;
Stacking armour layers does not increase global hit points; only the highest layer is considered for hit points. For example, wearing full coverage heavy over full coverage light will not grant eight global hits. The heavy armour will grant five hits and the light armour will not be counted&lt;br /&gt;
&lt;br /&gt;
Armour is then categorised by type of the armour worn:&lt;br /&gt;
&lt;br /&gt;
==== Light Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing light armour, such as soft leather, furs, Mage armour (this covers all clothing that looks like armour), or padded material (excluding simple cloth), gains &#039;&#039;&#039;two &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage: &#039;&#039;&#039;A character wearing light armour, such as soft leather, furs, or padded material (excluding simple cloth) on all locations gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Light armour you are able to cast any Spell/Rite/Ceremony and the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Medium Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or leather scale, gains &#039;&#039;&#039;three &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing medium armour, such as heavy leather, studded leather, or ringmail on all locations, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;&#039;While wearing Medium armour you may not cast any spell/Rite but you may cast Ceremonies. &#039;&#039;While wearing Medium armour the “CRUSH” damage effect only does one point of damage&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Heavy Armour ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Partial Coverage&#039;&#039;&#039;: A character wearing heavy armour, such as chainmail, flexible plate (latex/poly plate), or scalemail/brigandine, gains &#039;&#039;&#039;four &#039;&#039;&#039;global hit points&lt;br /&gt;
* &#039;&#039;&#039;Full Coverage:&#039;&#039;&#039; A character wearing heavy armour, such as chainmail or ringmail, flexible plate (latex/poly plate), or metal scalemail/brigandine on all locations - This gives you &#039;&#039;&#039;five &#039;&#039;&#039;global hit points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: While wearing Heavy armour you may not cast any spell/Rite but you may cast Ceremonies. While wearing Heavy armour the “REND” damage effect will do only one point of damage &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;e.g. if you are wearing 50% light armour. You will have 3 global hits and then 2 additional global hit points that will be conveyed by the light armour. Meaning you will have 5 hits total.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Removing armour in play ===&lt;br /&gt;
Removing armour in play will reduce a character&#039;s global hit points depending on what was removed.&lt;br /&gt;
&lt;br /&gt;
* A character with full-coverage armour removing enough locations to drop to partial coverage would have their global hit points reduced by &#039;&#039;&#039;one&#039;&#039;&#039;.&lt;br /&gt;
* A character with any armour going below partial coverage will lose &#039;&#039;&#039;all&#039;&#039;&#039; global hit points gained by armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;e.g. If a character is on five out of seven global hit points and removes partial-coverage heavy armour, their new global hit points would be &#039;&#039;&#039;three&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Putting armour on in play ===&lt;br /&gt;
Putting armour back on while &#039;&#039;&#039;out of combat&#039;&#039;&#039; and inside Haven will increase a character&#039;s global hit points by the value of that armour.&lt;br /&gt;
&lt;br /&gt;
Putting armour back on while in combat or an encounter will increase a character&#039;s maximum global hit points, but &#039;&#039;&#039;not&#039;&#039;&#039; increase their current hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;e.g. If a character removes full-coverage medium armour and then puts it back on in an encounter, they would be missing &#039;&#039;&#039;four&#039;&#039;&#039; global hit points, but benefit from an increased maximum. This includes removing armour to perform a rite or weaving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An encounter will usually be a combat or non-combat situation outside of Haven, or through a portal. Players should ensure they do any appropriate healing roleplay in Haven before donning armour where possible, as it is not a substitute for healing (for an extreme example, you cannot take off your armour, go to 1 global hit point and then put armour back on to heal yourself as this is &amp;quot;power gaming&amp;quot; and against the spirit of the rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If this is being done for safety reasons (e.g. heat exhaustion, armour becoming unsafe), a referee may take a player out-of-character to change and advise a player of their new current hit points before timing them back in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Weapons, Foci and Relics ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate all larp safe weapons are categorised as either a “Weapon”, “Relic” or a “Foci”.&lt;br /&gt;
&lt;br /&gt;
The descriptions below indicate what sort of physical representation you would need for each type and the safety requirements for them. As there is some amount of crossover in these phys reps, (a staff may be a melee weapon or equally a foci, a wand may be a foci but could equally work as a relic) you must decide which it is to begin with. If you have decided your phys rep is of one type, it may not then be used as another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins has a Wand and has the ability to cast cantrip spells and also some cleric ability. They decided to bring their wand along and use it as their Foci. Later when they want to do a cleric ceremony, Jess must find a different phys rep to use as their Relic, but that&#039;s okay, they have a rather cool looking amulet that they use instead. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we would encourage players to use weapons that fit with the themes of the game and the themes of the nation they are playing within. We suggest that all weapons look like just that; weapons. The Phys rep should also be larp safe as per the weapons guidelines. When looking at any item that we consider to be a ‘Comedy weapon’ we will follow the rules of:&lt;br /&gt;
&lt;br /&gt;
* Is the Item safe for all participants and does the Item conform to weapon safety&lt;br /&gt;
* Could the item parry a sword&lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
&lt;br /&gt;
Foci may be physically represented by a staff, stave, wand or similar. The important part is that it looks like a magical tool as opposed to a weapon as above. The only exception to magical weapons is daggers which must look sufficiently magical e.g made of crystals. &lt;br /&gt;
&lt;br /&gt;
The Phys rep should also be larp safe as per the weapons guidelines. &lt;br /&gt;
&lt;br /&gt;
The rules for weapon phys reps and safety are [[Rules/Weapons and Armour Safety#Weapon_safety|here]]&lt;br /&gt;
&lt;br /&gt;
=== Relics ===&lt;br /&gt;
&lt;br /&gt;
Relics in Menhirs Fate are items of iconography that Clerics and Paladins use to channel their faith and perform ceremonies with. These items are never used to make physical contact with other players and as such we do not require them to be larp safe. These may be physically represented by amulets, symbols of their gods, small effigies of importance to them and their gods.&lt;br /&gt;
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If there is any confusion on Weapons, Relics or Foci then please contact us (Contact@menhirsfate.com) or speak to a Ref at one of our events.&lt;br /&gt;
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[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Amelia</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Basic_Skills&amp;diff=2607</id>
		<title>Rules/Basic Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Basic_Skills&amp;diff=2607"/>
		<updated>2026-06-15T15:58:49Z</updated>

		<summary type="html">&lt;p&gt;Amelia: Made clear that Referees can ask about a character&amp;#039;s bleed count&lt;/p&gt;
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&lt;div&gt;Basic skills are abilities that any character has access to, which do not need to be bought.&lt;br /&gt;
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Any Menhirs Fate character may:&lt;br /&gt;
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* Use any weapon combination except Thrown and Ranged Weapons to inflict damage without using any calls. This includes dual wielding weapons, 2h weapons and polearms. Weapons and their size limits as listed in the [[Rules/Weapons and Armour Safety|Weapons and Armour Safety]] page still apply in all circumstances.&lt;br /&gt;
* Use a Shield or Buckler.&lt;br /&gt;
* Have 3 global hit points. This may be increased with the Toughness skill or armour.&lt;br /&gt;
* Use any armour combination. [[Rules/Combat Rules#Armour|Armour]] provides HP depending on the category (Light/Medium/Heavy) but there is no XP restriction.&lt;br /&gt;
* Call &amp;quot;May the Gods Witness Me&amp;quot; – for the next minute they cannot be healed and are immune to all damage, but do take the other effects of calls and should roleplay being hurt by attacks. After that minute they die immediately, without going through critical or terminal stages.&lt;br /&gt;
* Call &amp;quot;[[Rules/Calls#Execute|Execute]]&amp;quot; on someone in the critical or terminal state after 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner. &#039;&#039;Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.&#039;&#039;&lt;br /&gt;
* Ask someone their current hit point status and whether they’re in Critical or Terminal state. Only a Referee or Game Team member can ask how long you’ve got left on your critical count. This can only be used on friendly targets and only at close range.&lt;br /&gt;
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The only weapons that must be bought into are &#039;&#039;&#039;Thrown&#039;&#039;&#039; (2xp) and &#039;&#039;&#039;Ranged weapons&#039;&#039;&#039; (4xp) – bows and crossbows. This is for game balance, concerns around OC safety and because they automatically inflict calls. These skills can be found on the [[Rules/Vigour Skills|Vigour Skills]] page.&lt;br /&gt;
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For any normal ability that has no mechanical effects – e.g. literacy, numeracy – your character can be as capable of it as you choose to represent, so long as you can actually do it yourself. While we are not putting in specific minimum levels or requirements for things like literacy and numeracy we ask that people think about what they are playing and not create a character that is mocking or belittling real life conditions.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Amelia</name></author>
	</entry>
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