Glossary: Difference between revisions

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=== Ability ===
 
=== Ability ===
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{{id|ability}}
<span class="mw-collapsed mw-collapsable">Abilities are things that a single {{gloss|character}} can do. They will state how long they take and if you need to spend {{gloss|stamina}} to use them. They all require {{gloss|appropriate roleplaying}}.</span>
 
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Abilities are things that a single {{gloss|character}} can do. They will state how long they take and if you need to spend {{gloss|stamina}} to use them. They all require {{gloss|appropriate roleplaying}}.
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=== Armour ===
 
=== Armour ===
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{{id|armour}}
Armour refers to protective equipment made from padded cloth, leather or metal. Any {{gloss|character}} can gain 2 {{gloss|hits}} by wearing any armour that covers their torso. {{gloss|Characters}} that have bought the [[Combat_Skills|Armour]] skill can benefit from heavier types of armour. [[Armour|Read more..]]
 
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Armour refers to protective equipment made from padded cloth, leather or metal. Any {{gloss|character}} can gain 2 {{gloss|hits}} by wearing any armour that covers their torso (we call this an Armoured Vest). {{gloss|Characters}} that have bought the [[Combat_Skills|Armour]] skill can benefit from heavier types of armour. [[Armour|Read more..]]
   
=== Armoury ===
 
A place where communal {{gloss|phys-reps}} are stored, often with items available for loan to new {{gloss|players}} until they buy/make/are given their own.
 
   
=== Background ===
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===Attunement===
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{{id|attuned}}{{id|attune}}{{id|attunement}}
Even though you may just have invented your {{gloss|character}} yesterday, supposedly they have been alive for a decade or two and in that time they might have done interesting things which shaped their personality. The more rich and colourful the background, the easier it is to roleplay the {{gloss|character}} and the more "alive" they become. You should email your background to the {{gloss|refs}}, or just keep it in your head to apply {{gloss|in-character}}.
 
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A character may {{gloss|attune}} to a piece of Magical Equipment by keeping it with them overnight. They may only be {{gloss|attuned}} to one piece of Magical Equipment at once. They may not use Magical Equipment they are not attuned to.
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===Appropriate Roleplaying===
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{{id|appropriate roleplaying}}
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Some skills require this. It means you should act out some sort of procedure that is appropriate to what you are trying to do and how your character would accomplish it. For example [[Prof:Healing|Healing]] can be performed by bandages, magical alignment of crystals or stirring motivational speeches. This requires at least one free hand, and unless the Ritual or Ability specifically grants a ranged call, you must be close enough to touch the target.
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=== Bleed Time/Bleed Count ===
 
=== Bleed Time/Bleed Count ===
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Bleed time and bleed count both refer to the time a {{gloss|character}} must spend {{gloss|dying}} before becoming {{gloss|terminal}}. Some {{gloss|rituals}} and {{gloss|wounds}} can change this for the better or worse.
 
Bleed time and bleed count both refer to the time a {{gloss|character}} must spend {{gloss|dying}} before becoming {{gloss|terminal}}. Some {{gloss|rituals}} and {{gloss|wounds}} can change this for the better or worse.
   
=== Broken ===
 
A broken {{gloss|phys-rep}} is one that doesn't work for its intended purpose any more, like a sword where the handle comes away from the blade. If the {{gloss|weapons checker}} says your weapon is broken or unsafe, it is; don't sneak it in. A broken rule or {{gloss|character}} is one that is vastly more powerful than the rest of the system.
 
   
 
=== Call ===
 
=== Call ===
 
A call is a sequence of words that has a special meaning in the game rules. Please see the [[Calls|calls]] section of the website, where the calls are defined; it is important that a {{gloss|player}} knows how to react to at least the damage calls and simple effect calls.
 
A call is a sequence of words that has a special meaning in the game rules. Please see the [[Calls|calls]] section of the website, where the calls are defined; it is important that a {{gloss|player}} knows how to react to at least the damage calls and simple effect calls.
   
=== Canon ===
 
Most {{gloss|LARP}} groups have an archive of past happenings and plots, which may also supposedly sketch out the history of that universe. This provides a valuable and interesting resource for {{gloss|players}} writing new plots. Some of this is true, some of it is false, either deliberately or though common mistaken perception. A canon fact is something that be relied upon as true. In general the information on this website can be treated as canon.
 
 
===Cosh===
 
A cosh is a {{gloss|LARP-safe}} blunt weapon of 18" or less in length.
 
   
 
=== Character (PC) ===
 
=== Character (PC) ===
{{id|Character}}{{id|PC}}
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{{id|Character}}{{id|PC}}{{id|character}}
 
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.
 
When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.
   
=== Character Party ===
 
{{id|party}}
 
A group of {{gloss|characters}} all on the same mission is a character party, often abbreviated to 'party'.
 
   
===Character Sheet===
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=== Curative Herbs ===
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Used to fuel the [[Prof:Healing|healing]] 3 ability "The Doctor is In", they can be bought in downtime or from the Guild of Surgeons for 4D each. Any place that is appropriate to use that ability will be stocked with some quantity of these.
The {{gloss|skills}} of your {{gloss|character}} are recorded on your character sheet, which is also a record of your {{gloss|XP}}. Character sheets are duplicated - the {{gloss|player}} has a copy so they can remember what {{gloss|skills}} they have and update as necessary and the {{gloss|refs}} have a copy so they know what {{gloss|characters}} they have in the system and can write plot accordingly. The {{gloss|ref}} copies of the character sheets are stored electronically, and many {{gloss|players}} do the same. Please do not feel compelled to publish your character sheet to the other {{gloss|players}}; this is not compulsory and may be detrimental to your {{gloss|character's}} health if they are someone particularly nefarious.
 
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=== Dagger ===
 
A dagger is a {{gloss|LARP-safe}} sharp weapon of 18" or less in length.
 
 
=== Directed Player Character (DPC) ===
 
{{id|DPC}}
 
   
 
=== Downtime ===
 
=== Downtime ===
 
Downtime is the time that elapses in the gameworld between {{gloss|interactives}}. As well as any {{gloss|roleplaying}} that occurs during this time, it is possible to perform certain actions. For more info see [[Downtime]].
 
Downtime is the time that elapses in the gameworld between {{gloss|interactives}}. As well as any {{gloss|roleplaying}} that occurs during this time, it is possible to perform certain actions. For more info see [[Downtime]].
   
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=== Dramatic Hits ===
 
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===Drug===
An old practice still occasionally found is that very powerful entities on adventures will be statted to 'Dramatic Hits' rather than given a specific number. The {{gloss|ref}} playing them will judge when they have taken enough damage to kill them, rather than allowing this to be decided by a pre-agreed number. The term 'dramatic' may also be applied to {{gloss|stamina}}, or any other resource; this means that they run out when it feels right that they should and not before.
 
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{{id|drug}}{{id|drugs}}
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A [[Emotions_and_Drugs|drug]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}.
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===Ducatto===
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{{id|ducatto}}
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The money of NFNC. Comes in denominations of 1,4,16 and 64 Silver Ducatto and 1 and 4 Gold Ducatto. One Gold Ducatto is worth 64 Silver Ducatto.
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=== Dying ===
 
=== Dying ===
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{{id|dying}}
 
A {{gloss|character}} is dying if they have lost all of their hits. They can take no {{gloss|IC}} action other than talking/yelling, they also cannot resist any action done to them. A {{gloss|character}} ceases dying if they regain {{gloss|hits}}. After 120 seconds dying a {{gloss|character}} becomes {{gloss|terminal}}. [[General_Rules#Dying|Read more...]]
 
A {{gloss|character}} is dying if they have lost all of their hits. They can take no {{gloss|IC}} action other than talking/yelling, they also cannot resist any action done to them. A {{gloss|character}} ceases dying if they regain {{gloss|hits}}. After 120 seconds dying a {{gloss|character}} becomes {{gloss|terminal}}. [[General_Rules#Dying|Read more...]]
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=== Effect ===
 
=== Effect ===
 
{{id|Effects}}
 
{{id|Effects}}
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A magical presence on a character, object or area. Effects may be detected with the [[Prof:Knowledge|Knowledge]] L1 Ability "Explorer's Gaze". Unless otherwise stated, lasts until midnight.
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===Emotion===
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{{id|emotion}}
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A [[Emotions_and_Drugs|Emotion]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}.
  +
   
 
=== Encounter ===
 
=== Encounter ===
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The time between calls of REFRESH.
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=== Enhancement ===
 
=== Enhancement ===
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An Effect which may be expended with 5 seconds of {{gloss|appropriate roleplaying}} to cause something to happen.
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===Execute===
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{{id|execute}}{{id|executed}}{{id|Executed}}
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To kill an {{gloss|unresisting}} character with 10 seconds of {{gloss|appropriate roleplaying}}. Your character must be armed to do this.
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===Focus===
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{{id|focus}}
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A {{gloss|focus}} is an item relating to the user's {{gloss|Paradigm}} and used to channel {{gloss|Spells}}. A holy symbol for a priest, a candle for a pyromancer, a crystal for an arcane meddler.
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  +
Popular foci include embroidered badges that also serve as belt tags, alchemical bottles, and large chunky pieces of jewellery. Most foci are about the size of the user's fist.
   
=== Flange ===
 
A sometimes derogatory term for an item, person, object, or ability not immediately covered by the basic rules, introduced by the {{gloss|refs}}. One purpose of the {{gloss|call}} system is to allow the {{gloss|players}} to react correctly to flange when it occurs, rather than being confused.
 
   
 
=== God ===
 
=== God ===
 
See the [[The_Factions#The_Churches|churches]] and the [[Magic_and_the_Supernatural#Gods|gods]] pages.
 
See the [[The_Factions#The_Churches|churches]] and the [[Magic_and_the_Supernatural#Gods|gods]] pages.
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===Group===
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{{id|group}}
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A number of people who have all been the target of a [[Prof:Will|Will]] 2 Ritual. They may choose to ignore each other's {{call|MASS}} and {{call|WIDE}} calls provided that they can see the person making the call.
  +
   
 
=== Hit ===
 
=== Hit ===
 
{{id|Hits}}
 
{{id|Hits}}
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{{id|hits}}
Hits, or hit points, represent the amount of physical punishment someone or something can take before becoming {{gloss|dying}}. {{gloss|Characters}} may gain more hits by purchasing the [[Combat_Skills|Hits]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.
 
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{{id|hit}}
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Hits, or hit points, represent the amount of physical punishment someone or something can take before becoming {{gloss|dying}}. {{gloss|Characters}} may gain more hits by purchasing the [[Combat_Skills|Health]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.
  +
   
 
=== IC ===
 
=== IC ===
 
In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your {{gloss|character}}, you are IC.
 
In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your {{gloss|character}}, you are IC.
   
=== Kit ===
 
Your kit is your costume and your personal {{gloss|phys-reps}}. Most {{gloss|players}} eventually acquire vast amounts of kit, much of which is slightly yet fundamentally in need of repair. This tends to be a disadvantage of having distinct kit for each {{gloss|character}} - when they die you are left holding a blood-spattered shirt/pair of elf ears/four litres of blue hair spray with no use to you or anyone else yet with great sentimental value. It gets added to the pile of kit until your partner or mother throws it away in several years. Some of the society members own more than their body weight in kit. Kit can be donated to or borrowed from the {{gloss|armoury}} at need, but please ask {{gloss|ref}} permission before doing this.
 
   
=== LARP ===
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===Instantaneous===
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This effect may be cast using a short phrase, such as BY MY POWER or FOR THE ASPIRANT, followed by the target and the call for the effect.
Live Role Play or Live Action Role Play. Possibly derived from phonetic pronounciation of "LRP". Also a verb "to LARP", eg: to take part in a LARP event or "to be LARPing".
 
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  +
=== Interactive ===
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{{id|interactive}}{{id|interactives}}{{id|Interactives}}
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A session of the game held in the [[The_Portal_Camp|Portal Camp]]. The Portal Camp is represented by whatever room the Society has booked that week. Interactives are held on Friday evenings, usually at 7.30pm. In Interactives, your {{gloss|PC}}s stay in a building in the Camp and the events come to them.
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=== LARPer ===
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===Leader===
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{{id|leader}}
One who LARPs.
 
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The person in charge of the {{gloss|ritual}}.
   
=== LARP-safe ===
 
A LARP-safe weapon is one that has been constructed specifically for LARPing.
 
   
 
=== Linear ===
 
=== Linear ===
 
A type of adventure where the {{gloss|encounters}} are laid out along a set route which the {{gloss|characters}} follow. Usually an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.
 
A type of adventure where the {{gloss|encounters}} are laid out along a set route which the {{gloss|characters}} follow. Usually an {{gloss|NPC}} "character ref" accompanies them as a member of the {{gloss|character party}} to ensure they don't stray off course by accident or design.
   
=== Long mace ===
 
A long mace is a {{gloss|LARP-safe}} blunt weapon between 36" and 42" in length.
 
   
=== Longsword ===
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===Magical Item===
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{{id|Magical item}}
A longsword is a {{gloss|LARP-safe}} sharp weapon between 36" and 42" in length.
 
  +
An object with a '''blue ribbon''' on it is a {{gloss|Magical Item}}.This may be a focus, a one-use Talisman or a piece of Magical Equipment. You can see what a Talisman does by inspecting it (reading the card or ribbon on it). You can work out what Equipment does by attuning to it overnight or using the Knowledge 2 {{gloss|Skill}}. [[Magical_Items|Read more...]]
   
=== Machine-gunning ===
 
Machine-gunning, or drumrolling, is forgetting that your light foam/latex weapon (usually a sword) is supposed to simulate a massive iron bar with sharp edges and therefore moving it impossibly fast in combat. No-one is perfect, but if someone accuses you of machine-gunning then you probably are. Machine-gunning is a problem because it is unfair for those who are {{gloss|role-playing}} well, as if their sword really were heavy, and more importantly because you are far more likely not to pull blows and therefore to hurt people.
 
   
=== Meta-Gaming ===
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===Magical Equipment===
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{{id|Magical equipment}}{{id|magical equipment}}
The act of using knowledge of a game to influence your actions within the game in a generally unsporting manner. For example: an ignorant alfar {{gloss|character}} would not necessarily know the finer points of [[Skills:Transmutation|Transmutation]], but the {{gloss|player}} might use that knowledge to solve a puzzle the {{gloss|character}} wouldn't be able to.
 
  +
An item that is supernaturally enhanced to give a character temporary access to a Combat or Profession skill they do not already have. A character must {{gloss|attune}} to a piece of {{gloss|magical equipment}} to use it and may not use more than one at a time. {{gloss|Magical equipment}} must be recharged once a week using [[Prof:Talismancy|Talismancy]], at a cost in {{gloss|Ducatto}}.
   
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Magical equipment must be carried on your person in order to grant the skill
=== Monster ===
 
Person who is not a {{gloss|character}} but who takes on a role or series of roles (usually decreed by a {{gloss|ref}}) and interacts with {{gloss|characters}} to advance/provoke actions. Monsters provide the things which happen to the {{gloss|characters}}, whether they are fights, plot-dumps, or simply stalling them while the fifteen person team assembles the dragon around the corner. Also a verb "to monster", eg: to be a monster for an event. It is polite to monster at least as often as you {{gloss|character}} on adventures.
 
 
=== Munchkin ===
 
Someone who is more interested in personal power than {{gloss|roleplay}} - the word comes from a description of the behaviour of 12-year-old D&D players. {{gloss|LARP}}, as with all {{gloss|roleplaying}} games, should not be played to win. Specific examples include vastly optimising a {{gloss|character sheet}} to create unrealistic {{gloss|characters}}, and using {{gloss|meta-gaming}} to figure out aspects of plot. "Munchkin" is also the name of a very good card-based game which fully explores the concept in a good-humoured way. Also a verb "to munch", eg: to act like a munchkin.
 
 
=== Non-Player Character (NPC) ===
 
{{id|NPC}}
 
   
 
=== OOC (OC) ===
 
=== OOC (OC) ===
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Out Of Character. Anything which is not perceptible to anyone in the world of NFNC. Going OOC is denoted by raising one index finger in the air (visibly and obviously, please), and is in general discouraged in the middle of play except in emergencies.
 
Out Of Character. Anything which is not perceptible to anyone in the world of NFNC. Going OOC is denoted by raising one index finger in the air (visibly and obviously, please), and is in general discouraged in the middle of play except in emergencies.
   
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===Phys-rep===
 
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===Paradigm===
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A belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. For example "My faith in the Aspirant lets me Smite the Unbeliever" "Using the power of Alchemy I can transform these base elements" "I am a wizard and I am going to throw fireballs LIKE A WIZARD".
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===Participant===
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{{id|participant}}{{id|Participants}}{{id|participants}}
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Any character who is spending 2 Stamina in order to enhance the output of a ritual. They must participate in {{gloss|appropriate roleplaying}} that fits the style of Ritual that the Leader is performing.
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===Personal Magical Device===
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{{id|personal magical device}}{{id|Personal magical device}}
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A special piece of {{gloss|magical equipment}} that is permanently {{gloss|attuned}} to a given PC, can have the skill it grants changed and is free to recharge. It does not use up the {{gloss|character's}} single {{gloss|attunement}}.
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===Physrep===
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{{id|physrep}}
 
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.
 
A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren't weapons.
   
=== Plot ===
 
The story that the {{gloss|characters}} and {{gloss|refs}} are telling. Cooperatively. Honest.
 
   
===Plot Dump ===
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===Portal===
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{{id|portal}}
If it is important for the {{gloss|characters}} to understand and react to the {{gloss|plot}}, but they are so thick or misguided that they are unable to do so, it may be deemed necessary to use a Plot Dump. This generally involves a meeting with a helpful {{gloss|NPC}} who explains everything, or happens to possess a vital powerful object which they are willing to give to the {{gloss|characters}} free of charge. It is possible for a really stubborn {{gloss|character party}} to require more than one Plot Dump before they get the idea, usually because they killed the first one without giving it a chance to speak. At this point they may find themselves suddenly fixed to the spot by an unknown force while the next one addresses them, or alternatively with words burnt into their arms (depending on how frustrated the {{gloss|ref}} is feeling by then). It is considered bad form to highlight the need for plot dumps with awkward questions such as "How come a humble border guard knows quite this much about the Queen then?" since one should never ask questions one doesn't really want answered.
 
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An area in the world where the barrier between reality and the Beyond is thinner. Rituals are easier here, and some may only be feasible at a Portal. Strangers find it much easy to manifest in a Portal region.
   
=== Plot Stick ===
 
When lots of {{gloss|plot}} centres on you or when a large and pointed event happens to you then you are being hit with the plot stick. {{gloss|Characters}} have been known to die from plot-stick attacks, but usually they work it out in the end.
 
   
=== Pulling Blows ===
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===Racial Physrep===
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{{id|racial physrep}}
{{gloss|LARP}} is a game, therefore when you fight you are not actually trying to kill (or even slightly damage) each other. So when you are swinging your six-foot polearm at someone (or your tiny dagger), try to inhibit the blow before impact - aim slightly short of the target so you have lost force when you actually connect. Then you will have pulled your blow. Please ask for examples of good and bad blows if you are unsure.
 
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A thing that marks you out as a given species {{gloss|IC}}. These are pointed ears or a bandana and clan markings for Alfar, or scales in a stony or metallic colour on the face for Ozgur.
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=== Reanimate ===
 
=== Reanimate ===
 
Reanimation: Brief the target “You are now a {{gloss|revenant}} for this {{gloss|encounter}}. You have X {{gloss|hits}}. Mindlessly attack the first target I command.”. Where X is determined by the {{gloss|skill}} you used to reanimate the target.
 
Reanimation: Brief the target “You are now a {{gloss|revenant}} for this {{gloss|encounter}}. You have X {{gloss|hits}}. Mindlessly attack the first target I command.”. Where X is determined by the {{gloss|skill}} you used to reanimate the target.
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=== Ref ===
 
=== Ref ===
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They run {{gloss|interactives}}, organise {{gloss|linears}} and answer {{gloss|downtime}} emails. {{gloss|Refs}} also come in different flavours: some act as invisible marshals, others may "monster ref" (direct monsters and setting up encounters) or "character ref" (play a character to guide the party) or "story ref" (do all the panicking) on {{gloss|linears}}.
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The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They can usually be identified by the high-viz jackets they wear while {{gloss|OOC}}.
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=== Revenant ===
 
=== Revenant ===
{{id|Revenants}}
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{{id|Revenants}}{{id|revenants}}{{id|revenant}}
Revenants are mobile bodies that are created by either the [[Prof:Necromancy|Necromancy]] {{gloss|profession}} tree or the [[Skills:Corpus|Corpus]] {{gloss|mystic}} tree. For more information see [[Rules:Revenant]].
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Revenants are mobile bodies that are created by either the [[Prof:Necromancy|Necromancy]] {{gloss|profession}} tree or the [[Skills:Corpus|Corpus]] {{gloss|mystic}} tree. For more information see [[Revenant]].
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=== Ritual ===
 
=== Ritual ===
 
{{id|Rituals}}
 
{{id|Rituals}}
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An complex effort to exert your will on the world via spending Stamina. Every {{gloss|participant}} spends 2 Stamina to take part. The leader of the ritual controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.
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===Ritual Anchor===
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{{id|ritual anchor}}
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A special {{gloss|talisman}} that must be a bulky item the approximate size of a backpack. It stores they effect of a ritual and can be activated by a single PC with 30 seconds of {{gloss|appropriate roleplaying}}
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=== Rule 7 ===
 
=== Rule 7 ===
 
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.
 
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.
   
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=== Short mace ===
 
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=== Skill ===
A short mace is a {{gloss|LARP-safe}} blunt weapon between 18" and 36" in length.
 
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{{id|Skill}} {{id|Skills}} {{id|skill}} {{id|skills}}
 
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Skills let your {{gloss|PC}} do new things. You buy new skills with {{gloss|XP}}. Skills come as Combat Skills that give you access to new weapons or more Hits or Stamina, Mystic Skills that let you make new calls in a fight, or Profession Skills that give access to more general-use [[Abilities]] and [[Rituals]].
=== Shortsword ===
 
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A shortsword is a {{gloss|LARP-safe}} sharp weapon between 18" and 36" in length.
 
   
 
=== Stamina ===
 
=== Stamina ===
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{{id|stamina}}
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Your {{gloss|character}}'s stored energy that lets them perform supernatural abilities.
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=== Strike ===
 
=== Strike ===
 
{{id|Strikes}}
 
{{id|Strikes}}
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{{id|strike}}
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{{id|strikes}}
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A supernaturally powerful blow, must be roleplayed and costs some {{gloss|stamina}}. [[Spells_and_Strikes|Read more...]]
   
=== Strong Boots ===
 
If you are planning to run around outside and especially if you are going to fight, you need strong boots. It is strange how "strong boots" is often interpreted as "sandals" or "school shoes" - neither is suitable for {{gloss|LARP}} and could result in injury. "Strong boots" are also not "white trainers". NFNC is set in a reality where white trainers are glaringly out of place and spoil the illusion which people are trying to sustain. Beware also of interesting "in-character" footwear from charity shops, even if it does look sturdy.
 
   
 
=== Spell ===
 
=== Spell ===
 
{{id|Spells}}
 
{{id|Spells}}
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{{id|spell}}
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An ability channeled through a {{gloss|Focus}} that allows you to affect a target. Most Spells have a 10m range, some require you be close enough to touch the target at the end of the roleplay. By default, {{gloss|Spells}} take at least 5 seconds of appropriate roleplay including speaking, chanting or shouting. Some may be cast with the words BY MY POWER followed by the spell effect. These spells are noted as "{{gloss|instantaneous}}". [[Spells_and_Strikes|Read more...]]
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=== Stressful situation ===
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{{id|stressful situation}}
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{{id|stressful}}
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You are in a stressful situation if there is combat happening or your PCs are otherwise under threat. As a rule of thumb, if now would be a good time for a teabreak, it is not a stressful situation. If in doubt, ask a Ref.
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=== Talisman ===
 
=== Talisman ===
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A single-use device that your {{gloss|character}} may expend to perform a single {{gloss|spell}} or {{gloss|strike}}. May be used even if you have taken a CRUSH to the Torso. Up to 3 Talismans may be bound within the same object. For example a large potion bottle could contain 3 CURE 3 talismans. [[Magical_Items#Talismans|Read more...]]
   
=== Tank ===
 
A Tank is a {{gloss|character}} who is particularly specialised in one area and/or wears heavy {{gloss|armour}}. It usually refers to a strong and heavily-armoured fighter with many, many {{gloss|hits}} and no other skills, hence "tank", but it is allegedly possible to be a Healing Tank also.
 
   
 
=== Terminal ===
 
=== Terminal ===
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{{id|terminal}}
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When a {{gloss|character}} becomes {{gloss|terminal}} nothing more can save them. The {{gloss|player}} can choose when the {{gloss|character}} dies, though no longer than the end of the next {{gloss|interactive}}. [[General_Rules#Terminal|Read more...]]
   
=== Weapons Check ===
 
A Weapons Check happens before each {{gloss|LARP}} event: experienced people look over each weapon and items of large kit going into the event to ensure that they are safe for their intended use and not about to fall apart or injure someone.
 
   
=== Weapons Practice ===
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===Totem===
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{{id|totem}}
As the name suggests, a spin-off event for {{gloss|LARP}} groups which use weapons so that their members can practice safe combat and learn how to pull blows and avoid {{gloss|machine-gunning}}.
 
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An item that causes a {{gloss|drug}} or {{gloss|emotion}} when you read or consume it. Should be {{gloss|physrep}}ped by a sealed note or container.
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===Touch===
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{{id|touch}}
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A {{gloss|spell}} that has touch range can only be successfully cast on a target if you are touching them at the completion of your {{gloss|appropriate roleplay}}. [[Spells_and_Strikes#Spells|Read more...]]
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===Unresisting===
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{{id|unresisting}}
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A character that is either {{gloss|Dying}} or chooses not to roleplay resistance to an action taken against them that would otherwise succeed, for example an execution attempt.
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===Valuable===
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{{id|valuable}}
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Some items are {{gloss|valuable}}, and worth looting. To save players filling their bags with every physrep they see, Valuable items will be marked with a '''yellow ribbon'''. Characters with the [[Prof:Trade|Trade]] 3 {{gloss|Skill}} can determine the value of these items.
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=== Wound ===
 
=== Wound ===
 
{{id|Wounds}}
 
{{id|Wounds}}
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{{id|wound}}
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Physical, mental or supernatural injuries that your character has suffered. When your {{gloss|character}} becomes {{gloss|dying}}, they gain a Wound. Wounds may also be suffered as a consequence of {{gloss|IC}} actions. All Wounds may be suppressed or treated with the [[Prof:Healing|Healing]] Skill.
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[[General_Rules#Wounds|Read more...]]
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=== Wound Card ===
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{{id|Wound Cards}}
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{{id|wound card}}
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{{id|wounds cards}}
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A card which records the different problems from the levels of {{gloss|Wounds}}. You suffer all roleplaying affects, and the most severe mechanical penalties, at or below the level of Wound you have received. By default, when you take a wound the {{gloss|ref}} will tell you to go one higher on this card.
   
 
=== XP ===
 
=== XP ===
 
Experience points are earned by adventuring and then spent on new {{gloss|skills}} for your {{gloss|character}} to reflect how their abilities improve over time. See [[Character_Creation_Mechanics|character creation]] for information on how fast a {{gloss|character}} gains XP, and how to spend it.
 
Experience points are earned by adventuring and then spent on new {{gloss|skills}} for your {{gloss|character}} to reflect how their abilities improve over time. See [[Character_Creation_Mechanics|character creation]] for information on how fast a {{gloss|character}} gains XP, and how to spend it.
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[[Category:Rules]]

Latest revision as of 22:13, 13 October 2015

Ability

Abilities are things that a single character can do. They will state how long they take and if you need to spend stamina to use them. They all require appropriate roleplaying.


Armour

Armour refers to protective equipment made from padded cloth, leather or metal. Any character can gain 2 hits by wearing any armour that covers their torso (we call this an Armoured Vest). Characters that have bought the Armour skill can benefit from heavier types of armour. Read more..


Attunement

A character may attune to a piece of Magical Equipment by keeping it with them overnight. They may only be attuned to one piece of Magical Equipment at once. They may not use Magical Equipment they are not attuned to.


Appropriate Roleplaying

Some skills require this. It means you should act out some sort of procedure that is appropriate to what you are trying to do and how your character would accomplish it. For example Healing can be performed by bandages, magical alignment of crystals or stirring motivational speeches. This requires at least one free hand, and unless the Ritual or Ability specifically grants a ranged call, you must be close enough to touch the target.


Bleed Time/Bleed Count

Bleed time and bleed count both refer to the time a character must spend dying before becoming terminal. Some rituals and wounds can change this for the better or worse.


Call

A call is a sequence of words that has a special meaning in the game rules. Please see the calls section of the website, where the calls are defined; it is important that a player knows how to react to at least the damage calls and simple effect calls.


Character (PC)

When you LARP you invent a character according to a series of rules and then you pretend to be them. You can have several characters at once (though you can only play one at a time!) but most people prefer to have a main character who they focus on. Your character does not have to be anything like you, even down to gender and species, although many of the most successful characters have been very similar to their players.


Curative Herbs

Used to fuel the healing 3 ability "The Doctor is In", they can be bought in downtime or from the Guild of Surgeons for 4D each. Any place that is appropriate to use that ability will be stocked with some quantity of these.


Downtime

Downtime is the time that elapses in the gameworld between interactives. As well as any roleplaying that occurs during this time, it is possible to perform certain actions. For more info see Downtime.


Drug

A drug Effect is a specific mental effect usually created with the Psychomancy skill.


Ducatto

The money of NFNC. Comes in denominations of 1,4,16 and 64 Silver Ducatto and 1 and 4 Gold Ducatto. One Gold Ducatto is worth 64 Silver Ducatto.


Dying

A character is dying if they have lost all of their hits. They can take no IC action other than talking/yelling, they also cannot resist any action done to them. A character ceases dying if they regain hits. After 120 seconds dying a character becomes terminal. Read more...


Effect

A magical presence on a character, object or area. Effects may be detected with the Knowledge L1 Ability "Explorer's Gaze". Unless otherwise stated, lasts until midnight.


Emotion

A Emotion Effect is a specific mental effect usually created with the Psychomancy skill.


Encounter

The time between calls of REFRESH.


Enhancement

An Effect which may be expended with 5 seconds of appropriate roleplaying to cause something to happen.


Execute

To kill an unresisting character with 10 seconds of appropriate roleplaying. Your character must be armed to do this.


Focus

A focus is an item relating to the user's Paradigm and used to channel Spells. A holy symbol for a priest, a candle for a pyromancer, a crystal for an arcane meddler.

Popular foci include embroidered badges that also serve as belt tags, alchemical bottles, and large chunky pieces of jewellery. Most foci are about the size of the user's fist.


God

See the churches and the gods pages.


Group

A number of people who have all been the target of a Will 2 Ritual. They may choose to ignore each other's MASS and WIDE calls provided that they can see the person making the call.


Hit

Hits, or hit points, represent the amount of physical punishment someone or something can take before becoming dying. Characters may gain more hits by purchasing the Health skill or the Armour skill.


IC

In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your character, you are IC.


Instantaneous

This effect may be cast using a short phrase, such as BY MY POWER or FOR THE ASPIRANT, followed by the target and the call for the effect.

Interactive

A session of the game held in the Portal Camp. The Portal Camp is represented by whatever room the Society has booked that week. Interactives are held on Friday evenings, usually at 7.30pm. In Interactives, your PCs stay in a building in the Camp and the events come to them.


Leader

The person in charge of the ritual.


Linear

A type of adventure where the encounters are laid out along a set route which the characters follow. Usually an NPC "character ref" accompanies them as a member of the character party to ensure they don't stray off course by accident or design.


Magical Item

An object with a blue ribbon on it is a Magical Item.This may be a focus, a one-use Talisman or a piece of Magical Equipment. You can see what a Talisman does by inspecting it (reading the card or ribbon on it). You can work out what Equipment does by attuning to it overnight or using the Knowledge 2 Skill. Read more...


Magical Equipment

An item that is supernaturally enhanced to give a character temporary access to a Combat or Profession skill they do not already have. A character must attune to a piece of magical equipment to use it and may not use more than one at a time. Magical equipment must be recharged once a week using Talismancy, at a cost in Ducatto.

Magical equipment must be carried on your person in order to grant the skill

OOC (OC)

Out Of Character. Anything which is not perceptible to anyone in the world of NFNC. Going OOC is denoted by raising one index finger in the air (visibly and obviously, please), and is in general discouraged in the middle of play except in emergencies.


Paradigm

A belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. For example "My faith in the Aspirant lets me Smite the Unbeliever" "Using the power of Alchemy I can transform these base elements" "I am a wizard and I am going to throw fireballs LIKE A WIZARD".


Participant

Any character who is spending 2 Stamina in order to enhance the output of a ritual. They must participate in appropriate roleplaying that fits the style of Ritual that the Leader is performing.


Personal Magical Device

A special piece of magical equipment that is permanently attuned to a given PC, can have the skill it grants changed and is free to recharge. It does not use up the character's single attunement.


Physrep

A physical representation of an object (these are called "props" in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only "pretend" items. Eg: a latex sword is clearly intended as a physical representation of a metal sword, but is a proper suit of reenactment-quality metal chainmail a "representation" or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an armoury, even if they aren't weapons.


Portal

An area in the world where the barrier between reality and the Beyond is thinner. Rituals are easier here, and some may only be feasible at a Portal. Strangers find it much easy to manifest in a Portal region.


Racial Physrep

A thing that marks you out as a given species IC. These are pointed ears or a bandana and clan markings for Alfar, or scales in a stony or metallic colour on the face for Ozgur.


Reanimate

Reanimation: Brief the target “You are now a revenant for this encounter. You have X hits. Mindlessly attack the first target I command.”. Where X is determined by the skill you used to reanimate the target.


Ref

The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by characters. They can usually be identified by the high-viz jackets they wear while OOC.


Revenant

Revenants are mobile bodies that are created by either the Necromancy profession tree or the Corpus mystic tree. For more information see Revenant.


Ritual

An complex effort to exert your will on the world via spending Stamina. Every participant spends 2 Stamina to take part. The leader of the ritual controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.


Ritual Anchor

A special talisman that must be a bulky item the approximate size of a backpack. It stores they effect of a ritual and can be activated by a single PC with 30 seconds of appropriate roleplaying


Rule 7

Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.


Skill

Skills let your PC do new things. You buy new skills with XP. Skills come as Combat Skills that give you access to new weapons or more Hits or Stamina, Mystic Skills that let you make new calls in a fight, or Profession Skills that give access to more general-use Abilities and Rituals.


Stamina

Your character's stored energy that lets them perform supernatural abilities.


Strike

A supernaturally powerful blow, must be roleplayed and costs some stamina. Read more...


Spell

An ability channeled through a Focus that allows you to affect a target. Most Spells have a 10m range, some require you be close enough to touch the target at the end of the roleplay. By default, Spells take at least 5 seconds of appropriate roleplay including speaking, chanting or shouting. Some may be cast with the words BY MY POWER followed by the spell effect. These spells are noted as "instantaneous". Read more...


Stressful situation

You are in a stressful situation if there is combat happening or your PCs are otherwise under threat. As a rule of thumb, if now would be a good time for a teabreak, it is not a stressful situation. If in doubt, ask a Ref.


Talisman

A single-use device that your character may expend to perform a single spell or strike. May be used even if you have taken a CRUSH to the Torso. Up to 3 Talismans may be bound within the same object. For example a large potion bottle could contain 3 CURE 3 talismans. Read more...


Terminal

When a character becomes terminal nothing more can save them. The player can choose when the character dies, though no longer than the end of the next interactive. Read more...


Totem

An item that causes a drug or emotion when you read or consume it. Should be physrepped by a sealed note or container.


Touch

A spell that has touch range can only be successfully cast on a target if you are touching them at the completion of your appropriate roleplay. Read more...


Unresisting

A character that is either Dying or chooses not to roleplay resistance to an action taken against them that would otherwise succeed, for example an execution attempt.


Valuable

Some items are valuable, and worth looting. To save players filling their bags with every physrep they see, Valuable items will be marked with a yellow ribbon. Characters with the Trade 3 Skill can determine the value of these items.


Wound

Physical, mental or supernatural injuries that your character has suffered. When your character becomes dying, they gain a Wound. Wounds may also be suffered as a consequence of IC actions. All Wounds may be suppressed or treated with the Healing Skill. Read more...

Wound Card

A card which records the different problems from the levels of Wounds. You suffer all roleplaying affects, and the most severe mechanical penalties, at or below the level of Wound you have received. By default, when you take a wound the ref will tell you to go one higher on this card.

XP

Experience points are earned by adventuring and then spent on new skills for your character to reflect how their abilities improve over time. See character creation for information on how fast a character gains XP, and how to spend it.