Ref Rulings

Armour Phys-Repping

Following the OGM of term one 2016/17; the ref team has decided to recognise that phys reps suitable for 1 pt armour are also suitable for 2 pt armour and vice versa. Also phys-reps suitable for 3 pt armour may in the same way phys rep 4 pt armour and vice versa.

Added by Nathan on 2017-01-14 18:54:29

Hextech Rules

The Refs have decided to release a public version of the rules surrounding the manufacture of 'Hextech' which may be found here:

Added by Nathan on 2017-01-14 18:52:24


No beneficial spell or miracle stacks with itself for example multiple 'Enhancement' on the same sword and multiple uses of 'Barrier' cannot be cast on the same person

Added by The Ref Team on 2016-09-27 15:24:26

Curse Stacking

When cursed by multiple effects, the number of Curses stack for example a person hit by Curse 4 takes +1 degree of damage from the next four blows. A person hit by Curse 4 and Curse 2 takes +1 degree from the next six (assuming they're not hit by anyone in the intervening time). The duration of the Curse is also reset. It is not possible to Curse 0.

Added by Nathan on 2016-09-14 11:05:43

Unconsciousness and Miracles

If a priest falls unconscious or is otherwise prevented from completing their vocals such as being unable to speak or electing not to complete it (note: being hit does not interrupt a miracle casting) the spirit is not used and the Miracle is not cast.

Added by Nathan on 2016-09-13 20:37:37

Minimum requirement for Vocals

The minimum requirement for a miracle vocal is a six word vocal calling on the God and the activation phrase; followed by any calls made as part of that miracle. For example, ‘By the power of Bast Harm! Spirit Double’

Added by Nathan on 2016-09-13 20:35:16

Blessed Weapons and Non-Weapon damage calls

The Blessed Weapons miracle effects all damage calls; including those from brawling and magic (e.g. fireball)

Added by Nathan on 2016-09-13 20:33:13

Cure Disease and Pestilences.

Cure Disease does not cure the effect of 'Cause Pestilence'.

Added by Nathan on 2016-09-13 20:31:29

Elemental Elves & Beneficial Spells

The elemental elf package doubles the duration of beneficial spells of the same element as the elf; it does not double the effect or the distances. For example Jump Self distance does not double when cast on Aerokin.

Added by Tim Knight on 2016-08-06 14:54:13

Flying and Strikedown

The spells Strikedown and Force of Earth, when cast on someone who is flying, bring the target down to the ground (without causing any damage). The effect is instantaneous and does not cancel any flying effect, so the target may immediately take off again if they still have a power that allows this.

Added by TimP on 2016-05-05 20:56:19

Values of items with multiple modifiers

As described in the money rules, items can have modifiers for quality or material. If they have more than one modifier, the modifier values add together - e.g. a flawless silver sword is worth 42 x (10 + 5) = 630 Shillings (not 42 x 10 x 5 = 2100 Shillings).

Added by TimP on 2016-02-05 18:22:29


The spell Enhancement and similar effects that effect the damage of your next blow work for the next time you call damage, rather than the next hit, or the next attempted strike.

Added by Sean on 2016-01-15 10:43:39

Foam Armour

Foam armour made to look like metal may be used to physrep 3 or 4 point armour.

Added by Sean on 2016-01-05 16:49:54


At the point of casting you pick a direction and must immediately move up to thirty foot in that direction, in a straight line, ignoring walls, doors, ect that may block your path. In combination with Levitation or similar powers you can phase through ceilings or floors. This spell does not let you pass through people, weapons or other small items.

Added by Sean Patterson on 2015-10-03 01:13:26

Subdual Skills

The subdue skill grants the ability to use melee or ranged weapons to deal subdual instead of physical damage, up to the rank of the subdual skill (one rank allows the character to call 'SUBDUE SINGLE', two ranks 'SUBDUE DOUBLE', etc.). This does not allow the character to deal more subdual damage than the physical damage they would be able to inflict in the same way. A notable exception to this is Streetfighter 6, which allows the character to add +4 degrees of Subdual Damage on top of their normal damage call, with this skill you do not require the Subdual Skill ranks up to the damage call granted by Streefighter 6. I.e.: Scout does "SINGLE" normally and has Subdue 1 allowing them to call "SUBDUE SINGLE", when they reach Streetfighter 6 they can call SUBDUE QUIN (in situation as described by the skill) and do NOT require the Subdue 5 skill"

Added by Tim Knight on 2015-09-30 16:37:58


The refs have taken the decision the release a tweaked Vampirism package for public viewing, at the moment this system is still "ref-controlled" so the ref team currently has the final say on the statting of this package. As such all Player Caracter Vampires now adhere to the following stat package:

Added by The Ref Team on 2012-03-07 19:28:22

Primary-Secondary Balance

Your primary character should be the character you play the most. If you're finding that you are predominately playing/enjoying a secondary as opposed to your current primary, the former should be your primary character. This may have been ruled differently in the past.

Added by Stuart Watson on 2012-02-29 15:18:29

Somatic Components

GLOVES or GAUNTLETS DO NOT IMPEDE MIRACLES OR SPELLS. "Miracles & Spells which are delivered by touch require you to touch the intended target with the palm of your hand or fingers, whichever you deem the safest way to deliver the effect in any given situation. If a shield is strapped to this arm, you may only attempt to deliver the Spell or Miracle if you deem it is safe to do so." "Miracles & Spells which have a Somatic component that states "Point at the Target" requires one hand to be empty, however having a shield strapped to an arm does not impede the ability to point at a target, as long as the hand itself is empty." "Miracles & Spells which have more specific Somatic components such as "Place hands on temples" or "Place both Hands on Chest" requires both hands to be empty, similarly shields strapped to the arms does not impede the ability to do so as long as the hands are empty." "Blessed Weapon has a Somatic component of "Firmly Grip weapon".

Added by Tim Knight on 2011-09-25 18:45:22

How does applying Venoms work?

You can apply any Blade Venom to a weapon if you either possess either the Make Blade Venom skill (of any level) or the Use Venom skill. This requires you to role-play applying the venom to the weapon. Only bladed weapons and missile ammunition can be used to deliver venom. The venom lasts for 5 minutes or until the first blow landed with it. Anyone may use a weapon that has had venom applied to it; make sure to inform the recipient of the venom's call and remaining duration. There is no danger in trying to apply venom to a blade without a skill - the venom is simply wasted and you do not take any negative effects. Note that ingested poisons also require a skill to use effectively, but likewise there is no danger if you do not have the skill - you simply cannot effectively poison someone's food/drink effectively without the skill.

Added by Tim Knight on 2011-09-25 18:39:15

What do Horses do?

Horses grant IC advantages if you have one. There are many types of horse you can have, which cost varying amounts, I believe. It is possible to have a standard horse without paying for it, but, as it is equivalent to dross quality’, it offers minimal advantages Horses grant various advantages, at the basic level they allow you to have your own cart, which makes it easier to transport large quantities of items or people without needing to find an NPC, and means that you can justifiably travel outside the city during interactives in a sensible amount of time. This basic kind of 'cart horse' can be bought at character creation for 50 schillings. Better horses cost over 100 schillings. Better horses have the effect of reducing travel times. Places which would otherwise take 'half a downtime' to travel to can be travelled to in 'one day' (allowing major actions at your destination), places which take 'a whole downtime' to get to instead let you get there and back in one downtime, etc.

Added by Tim Knight on 2011-09-25 18:38:21

Level Drain and Racial Packages

If you get level-drained into your racial package XP you do not die until you hit 0 XP. Any XP gained goes to 'working off' the 'debt'. If you have an in-play racial package (i.e. becoming a werewolf or vampire) it is unaffected by level drains; instead you lose the XP 'around' the package (before and after) so that it effectively becomes the last skill you have. This means that if you are unlucky enough to get level drained down enough, you could theoretically move your in-play racial package to the very beginning of your 1st level, at which point you start losing the XP in the package. This has the effect of reducing your level of that package, if you are level drained enough XP to pass entirely through that package, being stuck in the middle as no effect as per the first part of this ruling. If you have weakness and/or frailty, you die if you get level drained below 0 xp, just like everyone else.

Added by Tim Knight on 2011-09-25 18:37:46

Ghastly Purgative

Does not work as a anti-venom. Taking it after venom does not allow the damage to be healed.

Added by Sean on 2011-03-02 20:38:50

Rec Scent and Disguise 2

A character using Disguise 2 to emulate another race emulates the scent of that race as well unless they have also been injured and not yet had a chance to wash themselves.

Added by Sean on 2011-03-02 18:52:42

Player List Google Doc That link should let you edit it.

Added by Sean on 2011-02-08 12:51:54

Monster XP for level capped characters

The players of characters who are at the level cap (level 7) may still earn monster XP. This XP is banked and applied to their next primary character.

Added by Sean on 2010-11-19 11:16:29


Searching a body requires 30 seconds of appropriate roleplay (i.e. not just standing over the body). If items are on clear display this need not be done and they can just be taken. If both parties consent then a real search may be used instead of this procedure.

Added by Sean on 2010-11-19 11:15:15

Preserving Potions

Uses half the ingrediants that it would take to make them ROUNDING DOWN.

Added by Sean on 2010-11-18 00:32:46

Mind Effects and Unconciousnes

Mind effects work normally on unconscious people, though in most cases this will probably have no immediate effect. However someone beguiled when they are asleep will still be beguiled if they wake up within five minutes. Being knocked unconscious does not break any mind effects you are under. You are still effected when you wake up unless the duration of the miracle has ended.

Added by Sean on 2010-09-22 18:08:25