- 1 Ability
- 2 Armour
- 3 Attunement
- 4 Appropriate Roleplaying
- 5 Bleed Time/Bleed Count
- 6 Call
- 7 Character (PC)
- 8 Curative Herbs
- 9 Downtime
- 10 Drug
- 11 Ducatto
- 12 Dying
- 13 Effect
- 14 Emotion
- 15 Encounter
- 16 Enhancement
- 17 Execute
- 18 Focus
- 19 God
- 20 Group
- 21 Hit
- 22 IC
- 23 Instantaneous
- 24 Interactive
- 25 Leader
- 26 Linear
- 27 Magical Item
- 28 Magical Equipment
- 29 OOC (OC)
- 30 Paradigm
- 31 Participant
- 32 Personal Magical Device
- 33 Physrep
- 34 Portal
- 35 Racial Physrep
- 36 Reanimate
- 37 Ref
- 38 Revenant
- 39 Ritual
- 40 Ritual Anchor
- 41 Rule 7
- 42 Skill
- 43 Stamina
- 44 Strike
- 45 Spell
- 46 Stressful situation
- 47 Talisman
- 48 Terminal
- 49 Totem
- 50 Touch
- 51 Unresisting
- 52 Valuable
- 53 Wound
- 54 Wound Card
- 55 XP
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..
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.
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
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.
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.
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 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.
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.
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...
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.
The time between calls of REFRESH.
An Effect which may be expended with 5 seconds of appropriate roleplaying to cause something to happen.
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.
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.
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.
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.
The person in charge of the ritual.
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.
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...
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
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.
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".
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 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.
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.
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.
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.
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.
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.
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.
Your character's stored energy that lets them perform supernatural abilities.
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...
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.
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...
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.
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.
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...
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.
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.