<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.menhirsfate.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chessypig</id>
	<title>Menhirs Fate Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.menhirsfate.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chessypig"/>
	<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/wiki/Special:Contributions/Chessypig"/>
	<updated>2026-04-06T00:50:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2317</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2317"/>
		<updated>2026-04-05T15:32:18Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Wording clarification + removing duplication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and to influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods, as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
A Character with Conviction can be Dedicated to another god in game. This will not change the god that they use for the purposes of any skill. Skill use will still work as from their Conviction god, but the dedication will grant them the appropriate Dedication effect listed below. &#039;&#039;This is intended to allow archetypes that follow multiple gods to represent those bonds.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Jester|The Jester]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Hearth|The Hearth]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = [[The_Muse|The Muse]]&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| recharge = 1/event&lt;br /&gt;
| effect = You may restore one use of a Vigour ability that can be used 1/encounter or is rechargeable with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Smith|The Smith]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Reaper|The Reaper]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Execute|Execute]] on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Warrior|The Warrior]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Guardian|The Guardian]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Scholar|The Scholar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Shadow|The Shadow]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Traveler|The Traveler]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Justicar|The Justicar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The _Celebrant|The Celebrant]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough, as anyone with Conviction can both use the Dedicate and Bestowal ceremonies, these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking)&lt;br /&gt;
|Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Refuge|Refuge]] by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]].&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend{{SkillCard&lt;br /&gt;
| name = Spiritual Reading&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| effect = View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their soul state (usually Healthy unless they have been told otherwise) or corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call [[Rules/Calls#Refuge|Refuge]] on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Excommunication&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 10&lt;br /&gt;
| cost = 2 Faith&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| effect = Bestow a malign &#039;boon&#039; on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith Skills]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=2316</id>
		<title>Rules/Skills List</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=2316"/>
		<updated>2026-04-05T15:22:50Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Minor tidying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character gets 10 XP to spend at character generation. If you have any remaining XP after character generation, you get it banked as XP to spend later.&lt;br /&gt;
&lt;br /&gt;
XP stands for experience points. These are used to purchase the skills outlined below that are used in the game.&lt;br /&gt;
&lt;br /&gt;
A character gains XP after attending their first and third event in a year. Any earned XP not spent on your character will carry over to the next character the player has.&lt;br /&gt;
&lt;br /&gt;
== Basic Skills ==&lt;br /&gt;
&lt;br /&gt;
There are a variety of things that any character can do with no XP cost, and these are detailed on the [[Rules/Basic Skills|Basic Skills]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Vigour Skills|Vigour Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Weapon Master|Weapon Master Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Vanguard|Vanguard Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Harrier|Harrier Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Bulwark|Bulwark Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Brute|Brute Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Brute Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Brute Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Toughness|Toughness]]** || 1xp**&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Thrown|Thrown]]|| 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Weapon Proficiency]]|| 4xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 more XP each time you take it&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Faith Skills|Faith Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Conviction|Conviction]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Following|Following]]* || 2xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Spiritual Reading|Spiritual Reading]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Refuge|Refuge]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Sanctified Strike|Sanctified Strike]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Cleanse Corruption|Cleanse Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Martyrs Gift|Martyrs Gift]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Turn Corruption|Turn Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Light|Divine Light]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Excommunication|Excommunicate]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Inspiration|Divine Inspiration]]|| 1xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 XP more per level taken&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Weaving Skills|Weaving Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaver|Weaver]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Sphere|Weaving Sphere]]‡ || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Specialisation|Weaving Specialisation]]‡ || 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills can be taken multiple times and do not increase in cost&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Physicians and Healing|Physician Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Physician Skills|Physician]]† || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Mortician|Mortician]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Advanced Physician|Advanced Physician]]|| 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
== Enchanting Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Enchanter† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Enchanting Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
== Apothecary Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Introduction_to_Rules&amp;diff=2315</id>
		<title>Rules/Introduction to Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Introduction_to_Rules&amp;diff=2315"/>
		<updated>2026-04-05T15:20:35Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Add link to Weavemarks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings, Adventurers!&lt;br /&gt;
&lt;br /&gt;
Welcome to the immersive world of &#039;&#039;&#039;Menhirs Fate&#039;&#039;&#039;, where your imagination comes to life and epic tales unfold. Whether you are a seasoned LARPer or embarking on your first adventure, this rulebook is your guide to the game’s mechanics, safety protocols, and the rich lore that shapes our shared universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our Mission&#039;&#039;&#039;: At Menhirs Fate, our mission is to create a safe, inclusive, and exhilarating environment where players can explore new personas, engage in thrilling quests, and build lasting friendships. This rulebook ensures everyone understands the guidelines that keep our game fun and fair for all participants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting Started:&#039;&#039;&#039; In the pages that follow, you will find everything you need to know to embark on your journey. From character creation and costume guidelines to combat rules and magic systems, each section is designed to help you navigate the complexities of the game. We encourage you to read through this rulebook thoroughly and refer back to it as needed throughout your adventures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The World Awaits&#039;&#039;&#039;: Prepare to step into a realm of magic and mystery, where heroes are born, legends are made, and every decision shapes the world around you. As you don your costume and take on your character’s mantle, remember that the power of this game lies in your hands. Your choices, actions, and creativity will bring Menhirs Fate to life in ways that are uniquely yours.&lt;br /&gt;
&lt;br /&gt;
Thank you for joining us on this adventure. Let’s make unforgettable memories together!&lt;br /&gt;
&lt;br /&gt;
== Introduction to the rules ==&lt;br /&gt;
&lt;br /&gt;
===== Out of character (OOC) =====&lt;br /&gt;
&lt;br /&gt;
In the world of live-action role-playing (LARP), participants embody characters within a fictional universe, interacting with each other and the environment according to the rules and lore of the game. However, there are times when players need to step outside their character roles for various reasons. This is referred to as being &amp;quot;Out of Character&amp;quot; (OOC).&lt;br /&gt;
&lt;br /&gt;
===== Races =====&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate all player characters are humans from 1 of the 9 nations in the mundane world.  Humans can be influenced by the magical spheres which can produce [[Weavemarks Overview|physical changes and influences]] upon them but they still remain human.&lt;br /&gt;
&lt;br /&gt;
== Menhirs Fate Team ==&lt;br /&gt;
&lt;br /&gt;
===== Referees and Crew Members =====&lt;br /&gt;
&lt;br /&gt;
Referees and crew members are essential to ensuring a smooth, fair, and safe LARP experience. They enforce rules, resolve conflicts, and oversee player safety. Additionally, referees facilitate the storyline by introducing plot elements and NPCs (Non Player Characters), while managing the logistical aspects of the game, such as coordinating events and maintaining the immersive environment. Their guidance and support helps players engage fully in the adventure. If a referee gives you a direct instruction, please follow it immediately.&lt;br /&gt;
&lt;br /&gt;
===== Medics/Event Support/Security =====&lt;br /&gt;
&lt;br /&gt;
These people attend the events for the safety and well-being of all present. If you are given an instruction by a member of this team, please follow it immediately.&lt;br /&gt;
&lt;br /&gt;
== Dangerous Play ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate considers the following actions to be dangerous play. Please note this list is examples of dangerous play, there may be other actions that also fall under this bracket but are not listed:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Charging or Leaping at Shield Walls&#039;&#039;&#039;: Do not charge or leap at shields with the intention of colliding with body weight. This is dangerous for both the charger and the recipients. If you charge at a shield wall during combat, stop short of collision, similar to pulling back a weapon blow.&lt;br /&gt;
* &#039;&#039;&#039;Parrying with non-padded objects&#039;&#039;&#039;: Parrying blows with non-padded objects and props, such as a bow, is forbidden.&lt;br /&gt;
* &#039;&#039;&#039;Physical Combat&#039;&#039;&#039;: Kicking, punching, or any form of martial arts is strictly forbidden.&lt;br /&gt;
* &#039;&#039;&#039;Thrusting&#039;&#039;&#039;: Only use suitable thrust-safe weapons for thrusting.&lt;br /&gt;
* &#039;&#039;&#039;Combat Under Influence&#039;&#039;&#039;: Participating in combat while under the influence of any substance, including alcohol, is extremely dangerous. If a Ref deems a player to be under such influence, the player will be told to refrain from combat until sober.&lt;br /&gt;
* &#039;&#039;&#039;Unpulled Blows&#039;&#039;&#039;: Always remember to pull your blows, meaning you should stop a weapon swing before it contacts an opponent. A light tap is enough to register a hit without causing injury. New players or those unsure how to do this should seek basic weapon training from a member of the Menhirs Fate team.&lt;br /&gt;
&lt;br /&gt;
If you have any questions around dangerous play, please talk to a Volunteer who will be able to explain further. We ask all participants of Menhirs Fate events to be safety aware and conduct themselves in such a way to benefit everyone&#039;s safety and enjoyment.&lt;br /&gt;
&lt;br /&gt;
== Maintaining Safe Play ==&lt;br /&gt;
&lt;br /&gt;
If a member of the Menhirs Fate team sees a person doing actions that they believe to be dangerous they will take the player aside and discuss the problem with them. This may result in a note being placed on their player record, the player being asked to remove themselves from the current encounter, or in more serious situations be restricted from participating in combat until a referee agrees they have sufficiently improved.&lt;br /&gt;
&lt;br /&gt;
If the player continues to act in a dangerous fashion, they may be asked to leave site and their ability to return to the game will be considered by the relevant team after the event.&lt;br /&gt;
&lt;br /&gt;
If there are any questions or queries about this process, then a Ref will be able to discuss with the player, at Ref HQ in the OC Customer Service tent, after the combat.&lt;br /&gt;
&lt;br /&gt;
== Safety in Menhirs Fate ==&lt;br /&gt;
&lt;br /&gt;
In Menhirs Fate we have a multi levelled plot which means that encounters and fights are likely to come to your camp as well as you going out on adventures to find them.&lt;br /&gt;
&lt;br /&gt;
Because of this when fighting it is key to remain aware of the following things (Our referee team will also be vigilant in upholding the safety of all participants but we cannot be everywhere all the time, so please assist with the following):&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fires/Fire pits &#039;&#039;&#039;- Please ensure you are not fighting near a real fire, or pushing people towards fires when fighting. If this situation does happen, please communicate with those involved and move the fighting away from the fires.&lt;br /&gt;
* &#039;&#039;&#039;Tents - &#039;&#039;&#039;Do not fight inside tents - this may damage the tent, as well as participants. If a fight breaks out in a tent, move it immediately outside the tent (this also means that if you are in a combat situation, do not flee into a tent for any reason). There may be occasional combat during encounters in the dungeon tent area, which are specifically permitted to occur inside those specific tents.&lt;br /&gt;
* &#039;&#039;&#039;Guy ropes - &#039;&#039;&#039;Try where possible to ensure that guy ropes are well lit and not likely to be in the way of the main area of play. If someone does have an accident involving a guyrope, stop fighting them and help them up, ensuring they are okay. If they are unhurt then continue your fighting away from the guy ropes.&lt;br /&gt;
* &#039;&#039;&#039;Unsafe ground/Area&#039;&#039;&#039; - While fighting be aware of your general surroundings and ensure that you are not fighting in a location that is unsafe (bushes, cliffs, ditches, large puddles, lava).&lt;br /&gt;
* &#039;&#039;&#039;Touching &#039;&#039;&#039;- In Menhirs Fate we ask that participants do not touch each other unless you have clear consent from them. Please instead use the ‘hover hands’ system. i.e. putting your hands a few inches away from the person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closed Tents -  &#039;&#039;&#039;It is assumed that a closed tent is always out of character. This means that there is no reason to open a tent that is not yours. This is a person&#039;s private area and we would ask all participants to respect that.&lt;br /&gt;
&lt;br /&gt;
== Red lights for Safety ==&lt;br /&gt;
&lt;br /&gt;
Any participant can use a Red Light for Safety purposes. Our Refs may use these to be unobtrusive while maintaining safety and players may also do this. In situations where a participant is using a light in this way we will brief others to grant some leeway for things such as stealth encounters but you will not be undetectable and can still be interacted with.&lt;br /&gt;
&lt;br /&gt;
== Safety Calls in Menhirs Fate ==&lt;br /&gt;
&lt;br /&gt;
Most commonly the following calls will be made by a member of Menhirs Fate Team and are purely out of character and are for use in safety situations only. As a player feel free to use them if a Ref member is not present in the area.&lt;br /&gt;
&lt;br /&gt;
If you hear any of these calls, Immediately stop what you&#039;re doing and follow the instructions of the Ref or Menhirs team member present.&lt;br /&gt;
&lt;br /&gt;
===== Player Down =====&lt;br /&gt;
&lt;br /&gt;
This signal indicates a genuine injury has occurred. All activities in the immediate area must stop while the situation is assessed and first aid administered as needed. Anyone can make this call, but it should be done cautiously. Please refrain from calling &amp;quot;player down&amp;quot; across a battlefield or skirmish unless you are alerting Menhirs Fate Team to a dangerous situation that has not been noticed. Refs work diligently to localise incidents to minimise disruption to gameplay. If you are near a &amp;quot;player down&amp;quot; situation, kneel and stay in place until Menhirs Fate Refs instructs you to move or resume play. &#039;&#039;&#039;This call should never be used for in-character purposes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Safety =====&lt;br /&gt;
&lt;br /&gt;
This indicates that the area is unsafe for an out of character reason. All activities in the immediate area must stop while the situation is assessed. Refs work diligently to localise incidents to minimise disruption to gameplay. If you are near a ’Safety’ situation, stay in place until Menhirs Fate team instruct you to move or resume play. &#039;&#039;&#039;This call should never be used for in-character purposes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Calls ==&lt;br /&gt;
&lt;br /&gt;
These calls will only be made by Refs to facilitate the game.&lt;br /&gt;
&lt;br /&gt;
===== Time Freeze =====&lt;br /&gt;
&lt;br /&gt;
This signal denotes a pause in the game world. Upon hearing this call, all participants must freeze in place, close their eyes, and hum or otherwise make a little noise to cover the noise of movement until ‘Time In’ is announced. When ‘Time In’ is called, players should resume exactly what they were doing before the pause, as if the event never occurred, until they learn of it in-character.&lt;br /&gt;
&lt;br /&gt;
===== Time Out =====&lt;br /&gt;
&lt;br /&gt;
This signals a suspension of play. During a Time Out, you may relax, sit down, or chat out-of-character (OOC). This call is also made at the end of each day of play and at the conclusion of an event.&lt;br /&gt;
&lt;br /&gt;
===== Time In =====&lt;br /&gt;
&lt;br /&gt;
This call initiates play at the start of each day of the event and resumes play after any of the previous calls.&lt;br /&gt;
&lt;br /&gt;
== Hand signals ==&lt;br /&gt;
&lt;br /&gt;
All players must be aware of these hand signals and may be instructed by Refs to use them.&lt;br /&gt;
&lt;br /&gt;
===== Finger in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person isn’t there and cannot be seen. Please refrain from interacting or responding to any person with their hand in the air.&lt;br /&gt;
&lt;br /&gt;
===== Thumb down in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person is a non-combatant, and it is no longer safe to fight in their vicinity. Please move the fighting safely away from them.&lt;br /&gt;
&lt;br /&gt;
===== Closed fist in the air =====&lt;br /&gt;
&lt;br /&gt;
This signals that the person is currently invisible and cannot be seen. There are ways to detect or see invisible creatures and people (including one rite). Invisible creatures and people may still interact with others and be interacted with in other ways such as touch and can be heard.&lt;br /&gt;
&lt;br /&gt;
== Non-Combatant Rules ==&lt;br /&gt;
&lt;br /&gt;
There is an array of reasons why a person may be a non-combatant (sometimes called non-com) in Menhirs Fate. It is a player&#039;s choice if they wish to follow the Non-Com rules. In some situations, Menhirs Fate team members will inform players that they must refrain from combat.&lt;br /&gt;
&lt;br /&gt;
Players may judge for themselves according to their needs if they are currently a non-combatant. We ask that people do not change from non-combatant to combatant during an encounter so as to not risk any injuries or confusion.&lt;br /&gt;
&lt;br /&gt;
While you are a non-combatant, when there is combat, remove yourself from the immediate area of the combat so that you are in a safe location (in character). If you are unable to remove yourself from the location for any reason, then please clearly do a thumbs down and communicate that you are a non-combatant. This indicates that although you are there (IC) you do not wish to be a combat target. After the fight, please lower your hand (signifying you are now happy for people to interact with you, and you are back in play). At this point the character will take at least one point of damage - look at the fight that has taken place, and take more damage if appropriate (up to being put in a critical state).&lt;br /&gt;
&lt;br /&gt;
We ask that non-combatants do not carry any weapons on them while at our events. This will better allow us to identify people who are non-combatant. If there are any questions about what counts as a weapon, then please contact a referee and they will be able to offer clarity.&lt;br /&gt;
&lt;br /&gt;
== Non-Coms and Excursions ==&lt;br /&gt;
&lt;br /&gt;
It is likely that many combat excursions will not be suitable for players using the non-com rules. They will need to discuss with the Nation Support volunteer team if it is suitable for them to participate based on the level of combat expected.&lt;br /&gt;
&lt;br /&gt;
== Cheating ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are individuals who choose to bend or disregard rules when it benefits them. This not only disrupts fair play but also frustrates those who strive to play honestly.&lt;br /&gt;
&lt;br /&gt;
Players should understand that Refs are sometimes instructed to inquire about characters&#039; skills and items. This should not be taken personally; it&#039;s simply part of maintaining fairness. Additionally, it&#039;s impossible for any single referee to be aware of everything happening in the game at all times. If a player is observed cheating, a Ref will inform them directly about what they are doing wrong. Persistent cheating catches the attention of Refs, leading to a conversation with the player involved. Continued cheating may result in the player losing the right to participate in certain areas of the game or even to participate further at Menhirs Fate events.&lt;br /&gt;
&lt;br /&gt;
Participants at Menhirs Fate are requested and required to uphold the spirit (not just the letter) of the rules of play.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Main_Page&amp;diff=2305</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Main_Page&amp;diff=2305"/>
		<updated>2026-04-05T14:31:25Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Remove links to unhelpful pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MF Banner 1920.jpg|center|1000x1000px]]&lt;br /&gt;
Welcome to the [https://menhirsfate.com Menhirs Fate] wiki. This will be an evolving repository on the world of Menhirs Fate containing information about the game ranging from the lore of the 9 Nations to the rules that you as a player will use to interact with the game!&lt;br /&gt;
&lt;br /&gt;
We will be updating this wiki over time with more information about the events we are running to help you prepare to start your adventure in this world and tell stories for yourself and your friends that are part of this world.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== [[Rules]] ===&lt;br /&gt;
&lt;br /&gt;
The rules of Menhirs Fate will inform you of different ways you can interact with the mechanics of the game to achieve all sorts of wondrous goals. From heroically standing up to monsters on the battlefield, weaving grand magic for epic goals and calling upon the very Gods themselves.&lt;br /&gt;
&lt;br /&gt;
You can find the Rules [[Rules|here.]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Nations&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Among our first suggestions is to look at the nation briefs and see which of them calls to you.&lt;br /&gt;
Maybe their costume brief catches your eye or there’s a piece of lore that draws you in and gives you an idea of something you want to bring to life!&lt;br /&gt;
Whatever it is, we encourage you to look through and find one that you enjoy.&lt;br /&gt;
The brief that you choose will form a large part of how you engage with Menhirs Fate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realms-grid&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Crownlands-tile.png|link=The Crownlands|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Crownlands]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Avereaux]]&lt;br /&gt;
* [[The Wonder]]&lt;br /&gt;
* [[Valdraeth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Commonwealth-tile.png|link=The Commonwealth|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Commonwealth]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[The Urdrevan People]]&lt;br /&gt;
* [[The Republic of Portavas]]&lt;br /&gt;
* [[The Hammerstadt Charter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-card&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mf-realm-banner&amp;quot;&amp;gt;[[File:Sanctuaries-tile.png|link=The Sanctuaries|frameless|500px]]&amp;lt;div class=&amp;quot;mf-realm-overlay&amp;quot;&amp;gt;[[The Sanctuaries]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Kairos]]&lt;br /&gt;
* [[Syradonia]]&lt;br /&gt;
* [[Morvalis]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Look and Feel]]&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The look and feel of each nation will explain the costume and the reasoning that ties it into the nation.&lt;br /&gt;
These costume briefs are intended to give a unified look to the nation and make you instantly recognisable as each nation but with plenty of room to make yourself an individual.&lt;br /&gt;
It also contains information on our approach to aspirational kit and some items that are off brief for the game as a whole.&lt;br /&gt;
&lt;br /&gt;
You can find the Look and feel overview [[Look and Feel|here]] along with links to the nations look and feel.[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
&lt;br /&gt;
* [[Introduction to Rules]] - Understand the mechanics&lt;br /&gt;
* [[Look and Feel]] - Costume and aesthetic guides&lt;br /&gt;
* [[Monstering]] - Guide to playing monsters and NPCs&lt;br /&gt;
* [[Accessibility]] - Accessibility information&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [[Camping information|Camping Information]] — Practical event info&lt;br /&gt;
* [[Special:AllPages|All Pages]]&lt;br /&gt;
* [[Special:Categories|Browse by Category]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=2304</id>
		<title>Rules/Skills List</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Skills_List&amp;diff=2304"/>
		<updated>2026-04-05T14:20:02Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fixed descriptive sentence about Basic Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every character gets 10 XP to spend at character generation, If you do not spend any XP at character generation you get it banked as xp to spend later.&lt;br /&gt;
&lt;br /&gt;
XP stands for experience points. These are used to purchase the skills outlined below that are used in the game.&lt;br /&gt;
&lt;br /&gt;
A character gains XP after attending their first and 3rd event in a year. Any character experience not spent on your character will carry over to the next character the player has.&lt;br /&gt;
&lt;br /&gt;
== Basic Skills ==&lt;br /&gt;
&lt;br /&gt;
There are a variety of things that any character can do with no XP cost, and these are detailed on the [[Rules/Basic Skills|Basic Skills]] page.&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Vigour Skills|Vigour Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Weapon Master|Weapon Master Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Master Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Vanguard|Vanguard Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Harrier|Harrier Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Harrier Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Bulwark|Bulwark Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Bulwark Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Brute|Brute Skill Line]]|| 4xp&lt;br /&gt;
|-&lt;br /&gt;
| Brute Skill Upgrade* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| Brute Mastery* || 3xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Toughness|Toughness]]** || 1xp**&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Thrown|Thrown]]|| 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Weapon Proficiency]]|| 4xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 more xp each time you take it&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Faith Skills|Faith Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Conviction|Conviction]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Following|Following]]* || 2xp*&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Spiritual Reading|Spiritual Reading]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Refuge|Refuge]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Sanctified Strike|Sanctified Strike]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Cleanse Corruption|Cleanse Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Martyrs Gift|Martyrs Gift]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Turn Corruption|Turn Corruption]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Light|Divine Light]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Excommunication|Excommunicate]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Faith Skills#Divine Inspiration|Divine Inspiration]]|| 1xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; This skill stacks and costs 1 xp more per level taken&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Weaving Skills|Weaving Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaver|Weaver]]† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Sphere|Weaving Sphere]]‡ || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Weaving Skills#Weaving Specialisation|Weaving Specialisation]]‡ || 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills can be taken multiple times and do not increase in cost&lt;br /&gt;
&lt;br /&gt;
== [[Rules/Physicians and Healing|Physician Skills]] ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Physician Skills|Physician]]† || 2xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Mortician|Mortician]]|| 1xp&lt;br /&gt;
|-&lt;br /&gt;
| [[Rules/Physicians and Healing#Advanced Physician|Advanced Physician]]|| 3xp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
== Enchanting Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Enchanter† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Enchanting Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
== Apothecary Skills ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary† || 3xp&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary Mastery‡ || 1xp‡&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† This skill is required before taking any other skills in this section&lt;br /&gt;
&lt;br /&gt;
‡ These skills stack but do not increase in cost each time you select them&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Forge_Rites&amp;diff=2302</id>
		<title>Forge Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Forge_Rites&amp;diff=2302"/>
		<updated>2026-04-05T13:50:17Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Forge sphere resonances can be found here.&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Forge sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You want to take yourself apart, to see how you work and improve yourself.&lt;br /&gt;
* Will and animation leak out of you as you slowly become an inanimate object.&lt;br /&gt;
* Clothing and objects you touch begin fusing into your flesh, tearing wounds whenever they move or separate.&lt;br /&gt;
* You become obsessed with numbers and are convinced it brings the form of all things.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Forge sphere to perform a 10 second rite that allows you identify/find interesting manufactured objects (carded items), heat things up in a more controlled way than setting fire to them (eg IC supply of hand warmers!).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites List ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Molten Rock*&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 1&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = 1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = When casting this rite, the caster chooses between Fire or Earth for the damage type. The weaver may call Fire [[Rules/Calls#Blast|Blast]]] or Earth [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Fire Blast or Earth Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Embedded Plates&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 seconds minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Self&lt;br /&gt;
|effect=The weaver may call [[Rules/Calls#Resist|Resist]] to take the next [[Rules/Calls#Rend|Rend]] they would take as [[Rules/Calls#Stun|Stun]] instead.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blow for Blow (Hex)&lt;br /&gt;
|level=2&lt;br /&gt;
|cost=1 Fire or Earth Flicker&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every extra Flicker of Earth expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
– You are struck by occasional waves of fatigue, like a forge master fresh from a day’s labour.&lt;br /&gt;
– A continuous urge to wipe the sweat from your soot covered brow.&lt;br /&gt;
– You feel like creativity has been stolen from you, fresh ideas struggle to come to your mind.&lt;br /&gt;
– The world is not random, but ordered and designed. To you new ideas will always fail compared to the old.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Waste not want not *&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=30 Seconds&lt;br /&gt;
|duration=Instantaneous&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of objects mended by 3 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Mend|Mend]] on an object.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stone Fist&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|time to deliver=1 minute&lt;br /&gt;
|extension=This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Shatter|Shatter]] on their next hit with their focus. This only takes effect if it hits a weapon, focus or shield, but the charge is consumed on the next hit in any case.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Harmonic Resonance&lt;br /&gt;
|level=1&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=5 minutes&lt;br /&gt;
|extension=Every Flicker of Fire expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may temporarily enchant an item to sense the hidden and unnoticed for 5 minutes. During this time, the item will naturally point toward any magically or mundanely obscured being. Obscured beings will be presented by holding a closed fist in the air. This rite does not require a Ref, but please consult one if there is any confusion or need for assistance.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Reinforcement&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= Every Flicker of Earth expended in the rite increases the number of temporary hit points by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target 1 bonus hit point which is lost before their current hit points. All calls still have their usual effects. These bonus hit points are not ‘true’ vitality and can not be healed when expended. This effect cannot be stacked or cast multiple times to the same target. The target does not gain any benefit if wearing no armour.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=From Scratch&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|cost=1 Fire Flicker&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The weaver may target a magical item and remove its enchantments to regain resources put into it. The amount of resources reclaimed will depend on the duration or number of charges left on the item.&lt;br /&gt;
OC Note: The item needs to be brought to the Crafter’s Guild to be processed. It will have wildly variable and unreliable effects on items that were not originally crafted by the Guild.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Workshop&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=2 minutes&lt;br /&gt;
|cost=1 Earth Flicker&lt;br /&gt;
|duration=Until sunrise&lt;br /&gt;
|extension= This rite cannot be extended&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=Using this Rite a Weaver can empower a space such as a tent to [[Rules/Calls#Mend|Mend]] any item that anyone brings into it for ten minutes. There must be at least two people attending to the items but they can attend to any number of items. If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&lt;br /&gt;
If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and an additional roleplaying effect that applies to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&lt;br /&gt;
This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).&lt;br /&gt;
A space may only have 1 Rite Effect that applies an area effect. A space may also have 1 Weaving Effect in addition to a Rite Effect.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Plated Resilience&lt;br /&gt;
|level=5&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|cost=1 Earth Flicker&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target the ability to call [[Rules/Calls#Resist|Resist]] to the next [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] within the duration as [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Perfect Bulwark&lt;br /&gt;
|level=2&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Self or Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver grants a target the ability to call [[Rules/Calls#Resist|Resist]] to take the next [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] for the duration. This effect cannot be stacked or cast multiple times to the same target. The target does not gain any benefit while wearing no armour.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=The Smith&#039;s Fury&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|duration=Until the end of the next encounter&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect=The Weaver may call [[Rules/Calls#Shatter|Shatter]] on 3 targets as consecutive hits. Any hits in between on people lose charges with no additional effect.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Maker&#039;s Flaw&lt;br /&gt;
|level=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|extension=Every Flicker of Earth expended in the rite increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range=10 metres&lt;br /&gt;
|effect=The Weaver may choose a target within 10 metres and call [[Rules/Calls#Crush|Crush]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
</feed>