Amendments and Clarifications


Reasons for the recent changes.

It was put to us several years ago that the Armour Rules needed some reviewing and tweaking with an aim towards more realism and a more realistic look to armour in the system. Therefore when it came to producing the V4 rules we enacted the suggested changes that we felt were both workable and appropriate, it was never our intention to enforce these rules to the letter from the first time in of this year but rather to adopt an adjustment period to allow people to change their armour if needed to comply with the new rules by the end of the year. It was also never our intention to cause any distress and confusion to any of you, but sadly it appears that in some cases that has happened and for this we apologise.

We are trying to enhance both the look of our games and therefore your enjoyment of them, we are not expecting everybody to turn up in full plate nor are we asking you all to spend fortunes on ‘historically correct’ armour either because after all CP is a fantasy game. But what we are asking is that armour at least looks like it is designed to be armour and not some type of clothing that happens to be made of a material that can be classed as armour. Pieces of armour should look like the have been designed and made specifically as armour

What counts as armour?

The basic rules from the V4 Rulebook remain in place and can be best summarised as follows:

1. Must cover at least 50% of the location being claimed as armour.

2. Must be a made of a suitable material for the level of protection being claimed.

3. Must be easily recognisable as armour as opposed to clothing by other players and referee’s.

4. Armour must be visible to count as armour i.e. not concealed.

5. Armour cannot be stacked. It is possible to layer two or more types of armour for character or aesthetic reasons but only the higher level of armour will count.

Leather Trousers.

Leather Trousers don’t count as armour because in reality they would give little or no protection against the type of blows likely to be inflicted with the weapons represented in our game. Here is some reasoning for this policy apart from the desire to ensure that all armour look like armour and not clothing of course: Even the nomadic tribes of Eurasia and North America wore them as clothing with hard leather greaves over the top for armour purposes. There is clearly a reason for this and it’s simple leather trousers that are supple enough to be worn and allow you to move have a negligible effect against all forms of weapon damage, of course they will give you some protection from falls, bruises, scrapes and minor cuts but against a sword cut or mace blow they would be of negligible value.

Head Armour.

For the purposes of Inauguration (and until we announce otherwise) please ignore the statement in the V4 rules: ‘To claim any armour for the head you must be wearing a helmet’.

The policy in place with the Referees will be as follows: ‘To claim any armour for the head you must be wearing a helmet, coif, padded arming cap or an item that is clearly designed to provide protection rather than as an item of clothing.’

Armour Policy at Inauguration.

At Inauguration all Referees will enforcing the above basic rules and the specific rules regarding Head Armour and Leather Trousers however this will not be done in a Draconian fashion, they will be advising and listening to your views (situations allowing of course) regarding these matters and sharing that feedback amongst themselves and with us in order to try to strike the right balance between every viewpoint. Please remember that they are all volunteers who are giving up their time to try to make your CP experience as enjoyable as it can be and that it is their task to enforce the rules not for any personal gain but rather for the enjoyment of all.

CP is a game and as such needs to strike the right balance between customer enjoyment, practical implementation of relatively simple rules whilst striving to be as inclusive and immersive as possible. Complex rules don’t work on battlefield and therefore the Armour Rules need to be clear and robust enough to allow for the right rulings to be made swiftly and often with the minimum window of opportunity so as not to spoil your enjoyment of CP.


It was always our intent to improve the old Bind Wounds skill and broaden its application by making the change to Surgeon. The important points to note are that only the Head and Chest locations can receive Surgery twice per day and that if somebody has received Surgery twice that day already then only magical healing can help them further although they can still benefit from the Sanctuary effect.

The skill allows players to perform simple non-magical surgeries on mortally-wounded (i.e. head or chest are at 0 hits) individuals. The skill takes a minimum of 2 minutes to perform and restores one hit to every location, including locations that are not at 0 hits. After surgery, the player is unable to do more than move and defend themselves for 15 minutes. Use of this skill requires that a significant role-play of surgery is enacted e.g. removal of obstructing clothes (please ask permission and be sensible here), applying bandages and tourniquets, cauterising wounds etc. During the time that the surgery is being performed, the character will remain alive and mortally wounded past the end of their normal death count, as per a Sanctuary spell. A significant break in the surgeon’s attention, e.g. the surgeon being taken to 0 hits, paralysed or spellbound, under the effects of a Command spell or similar, after the end of the patient’s normal death count and before the completion of the surgery, will result in the patient’s immediate death. The patient must be static throughout the two minutes’ surgery, although they may be moved if necessary by the surgeon and two other characters; during the movement the Sanctuary effect is maintained, but when the patient is set down the two minutes’ surgery roleplay must begin from scratch. Each character can only be healed using surgery twice per day, after which only magical intervention will be effective, although surgery will still grant the Sanctuary effect. Surgery will have no effect on characters that are not on their death count.

Surgeons can also work on dead bodies and determine the general cause of death, requiring about 15 minutes of roleplay. Note that a body may have a mixture of injuries, and it may not be possible to definitively identify the specific killing blow. Furthermore, given suitable role play (at least 10 minutes of investigation); a surgeon may determine whether a living character has been afflicted with a disease, although they will not know which disease it is.


This is an OOC damage call that cannot be reacted to in an IC way. Please note that any intended victim of this call must be both unmoving and unresisting. A grappled individual cannot be Executed.

New Rules Summary

This document is a summarised list of all of the changes to the Curious Pastimes Live Role Playing System version 4.0. In reviewing and republishing these rules there have been many changes and inclusions and best practice for every player would be to re-read the whole rule set before attending an event this coming year. This list indicates significant changes and is intended as a quick guide for players and not as a substitute for familiarity with the Curious Pastimes rule set.

1. This set of rules includes all previous additional rules and errata sheets since the publication of the version 3 rules.

2. This set of rules is now available in print and digitally as PDF files and eBook formats.

3. Inclusion of a section contents page.

4. Expanded welcome statement as well as a section giving an oversight of the wide variety of potential activities for players within the game.

5. Faction descriptions have been revised and updated as needed.

6. How armour coverage works and the number of locations used to calculate armour.

7. A new player action, Execution, replaces Coup-de-Grace for killing unresisting enemies.

8. Paralyse replaces Paralysis as a damage call.

9. The list, type and effects of damage calls has been updated and clarified.

10. The acceptable method of ripping cards to denote the use of skills and spells has been updated.

11. A new skill, Surgeon replaces the skill Bind Wounds and provides a wider range of activities and skills for the characters possessing this skill.

12. The Veteran skills Meditation and Track have significant changes in their description of use.

13. Poison Resistance now also works against Potions.

14. Recognise Forgery now also gives general age and provenance information.

15. Resist Disease now has an enhanced effect against non-Known Diseases.

16. Resist Fear now also works against Terror.

17. The change in name of the Rank 2 Corporeal Spell Paralysis to Spellbind. This makes a difference between Spellbind as a spell which can be resisted and countered as per a normal spell, and Paralysis as a damage call which cannot be resisted as a spell but may be cured by Corporeal magic.

18. Retribution has been clarified as to what damage it actually inflicts and in what circumstances.

19. Some Rank 3 spells have been updated and clarified.

20. There is an expanded description of ritual magic to aid players in this area.

21. The inclusion of the rules for Conjunctional Magic, Alchemy, Crafting, Scroll Creation, Goods and Finances, Diseases and Weapon Safety and Combat Policy.