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	<updated>2026-05-05T23:59:33Z</updated>
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	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1405</id>
		<title>General Rules</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1405"/>
		<updated>2014-10-14T12:44:39Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an {{gloss|OOC}} document, that explains the general rules of NFNC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; If you have not yet done so, please read the [[Safety]] instructions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Concepts ==&lt;br /&gt;
*Any being in this system has a number of {{gloss|hits}}, which are lost in the face of physical damage, these are global, so no matter where you are hit you lose {{gloss|hits}} from the same single total.&lt;br /&gt;
&lt;br /&gt;
*Beings &#039;&#039;may&#039;&#039; also have a quantity of {{gloss|stamina}} which fuels their powers and lets them resist [[Calls#COMPEL|mental compulsions]].&lt;br /&gt;
&lt;br /&gt;
*Someone with their finger in the air is not present in the game world, and you should ignore them. &lt;br /&gt;
&lt;br /&gt;
*Nothing in this system can silence a being short of death or the {{call|DROP}} call.&lt;br /&gt;
&lt;br /&gt;
*If an object has a &#039;&#039;&#039;blue ribbon&#039;&#039;&#039; on it is a {{gloss|Magical item}}. If it has a &#039;&#039;&#039;yellow ribbon&#039;&#039;&#039; it is {{gloss|Valuable}}. Any character who sees the item can sense this. Some {{gloss|skills}} can tell you what the magic is or how much it&#039;s worth. Please don&#039;t use these colour ribbons on your costume.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Combat Rules ==&lt;br /&gt;
*The [[Calls|Calls]] page lists all the calls that you might encounter while playing the system.&lt;br /&gt;
&lt;br /&gt;
*Any member of the three playable races can use one melee weapon up to 42” long. These do {{call|SINGLE}} damage. You do not need to call this but may do if you wish to make it clear.&lt;br /&gt;
&lt;br /&gt;
*If you are hit by a melee blow it always removes at least one {{gloss|hit}} from your total.&lt;br /&gt;
&lt;br /&gt;
*If you are hit by an arrow, it applies the damage call {{call|TRIPLE}} {{call|CRUSH}} {{call|STRIKEDOWN}} to the location it hits.&lt;br /&gt;
&lt;br /&gt;
*You must be familiar with the [[Safety]] rules and take care that your blows are controlled. In particular, be careful when aiming for the head and do not aim for an opponent&#039;s face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Character Specifics ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far; see a {{gloss|ref}}. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Explorer&amp;diff=1234</id>
		<title>Church of the Explorer</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Explorer&amp;diff=1234"/>
		<updated>2014-10-08T15:15:24Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Truth and Knowledge. The Revealing Light. Depicted as a sea captain with one hand on her Ship’s wheel and a quill in the other.&lt;br /&gt;
The Church of Explorer has never declared much about her other than her Truths and that she wishes the world to be a better place. They believe that to do so without proof would be a blasphemy and undermine her work. They have declared the following commandments to be current Truths of Explorer, determined from the pattern of her rewards and Inspirations to the faithful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Skill:&#039;&#039;&#039; [[Prof:Knowledge | Knowledge]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Faction Symbol:&#039;&#039;&#039; A compass rose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theology ==&lt;br /&gt;
The earliest stories hint that Explorer is a being of light who created the Sun and watches mortals from it, but this has little outspoken following. To commit to a position on Explorer’s existence without evidence would be contrary to her wishes. As such, it is generally accepted that this is a secret Explorer wishes the clergy to shine her light upon- there are sects of clerics who spend their time interrogating or conversing with Strangers about the nature of the Realm and the Beyond. The Church believes that if it is within your means to observe something of interest personally, you should not accept an account of it. Most Explorer texts are more like textbooks or travel guides, with chapters devoted to how you can see the subject for yourself.&lt;br /&gt;
&lt;br /&gt;
It is the only Church with something that approaches commandments:&lt;br /&gt;
&lt;br /&gt;
#Speak the Truth that my light reveals&lt;br /&gt;
#Shine my Light on all secrets&lt;br /&gt;
#Death is a Truth inherent in Life.&lt;br /&gt;
#Let the Truth of transgressions be known&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
The Inquisition of the Explorer would be described as the “academic reviewers from Hell” were their aims not clearly towards the Divine. They task themselves with ensuring priests’ accounts of their experiences are accurate, well-documented and adequately referenced. They have something of a poor reputation with the lower echelons of the Church, who see them as too concerned with second-hand information and insufficiently devoted to witnessing the Truth with their own eyes. Certain Inquisitors prefer to “correct” the “inaccuracies” of the world by hunting down Revenants for destruction. This is seen as going above and beyond the call, but it is thought that Explorer favours destruction of both Revenants and Necromancers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
With its focus on observable Truths, the Church tries to remain firmly rooted in the everyday. “Only those with their feet on the ground can build castles in the air”. There are many followers of Explorer who found her because they understand the urge to explain the World. What members of the Church do best is, after all, offering explanations, from “Why are we here?” to “Why did my crop fail?”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
&lt;br /&gt;
Guild or Church costume features are those that add to the base look of the culture your Agent belongs to.&lt;br /&gt;
&lt;br /&gt;
Popular fashions and styles within the Church of the Explorer:&lt;br /&gt;
*Whatever your Nation would consider a &amp;quot;sea captain&amp;quot; outfit. &lt;br /&gt;
*Telescopes, compasses, bits of driftwood. Brass navigational doodads.&lt;br /&gt;
*A notebook or scroll case attached to the belt, where it is visible. &lt;br /&gt;
*Lanterns, sun symbols, other representations of light and revelation.&lt;br /&gt;
*Spare pens, especially quill-styled ones. &lt;br /&gt;
*Some Explorers stain their fingertips with ink deliberately. You&#039;re best to physrep this with facepaint, it comes off a lot easier.&lt;br /&gt;
&lt;br /&gt;
Avoid:&lt;br /&gt;
*Tricorns&lt;br /&gt;
*Big pirate frock coats.&lt;br /&gt;
*Actually looking like Captain Jack Sparrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Five points on the Explorer ==&lt;br /&gt;
;They are here for Truth&lt;br /&gt;
:The truth of the Beyond, the Truth of what is going on here, or the Truth of what happened to the lost builders of the ruins.&lt;br /&gt;
;The castaways must be shown the Truth of the world&lt;br /&gt;
:Enlighten them as to what happened since they were stranded here, and protect them from turning to the lies of necromancy.&lt;br /&gt;
;Knowledge is the true treasure, not plunder&lt;br /&gt;
:Ensure the ruins are documented, not merely exploited.&lt;br /&gt;
;Find the secrets that others have hidden in darkness and bring them out into the light.&lt;br /&gt;
;The concept of an &#039;end&#039; to learning should never be accepted&lt;br /&gt;
:There is always more to discover.&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Explorer_Church|Legends of the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Explorer]]&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=486</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=486"/>
		<updated>2014-09-26T17:10:30Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|STOP THE GAME}}&lt;br /&gt;
::{{call|STOP THE GAME}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|STOP THE GAME}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|STOP THE GAME}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|STOP THE GAME}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|STOP THE GAME}} in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=485</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=485"/>
		<updated>2014-09-26T17:09:03Z</updated>

		<summary type="html">&lt;p&gt;Dp301: /* OC Calls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
==== STOP THE GAME ====&lt;br /&gt;
The most important call in LARP. STOP THE GAME means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call STOP THE GAME and should do so if needed. As soon as STOP THE GAME is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when STOP THE GAME was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
This means exactly the same as STOP THE GAME. It is included here as an alternative because it is in common usage in many systems, so people may call this instead of STOP THE GAME. STOP THE GAME is preferred where possible because we&#039;re not all men.&lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on.&lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
&amp;lt;section begin=MASS/&amp;gt;Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&amp;lt;section end=MASS/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WIDE ====&lt;br /&gt;
&amp;lt;section begin=WIDE/&amp;gt;Affects anyone within a 10m radius. In the Interactive, this hits everyone in the venue.&amp;lt;section end=WIDE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== REFRESH ====&lt;br /&gt;
Regain all your {{gloss|Stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the Interactive venue.&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
&amp;lt;section begin=SINGLE/&amp;gt;Lose one Hit. Does not need to be called, it is implied by melee blow.&amp;lt;section end=SINGLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
&amp;lt;section begin=TRIPLE/&amp;gt;Lose 3 Hits.&amp;lt;section end=TRIPLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
&amp;lt;section begin=MAGIC/&amp;gt;In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will destroy their defences.&amp;lt;section end=MAGIC/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make Strikes or cast Spells other than {{call|BREAK}} for the next 10 seconds, You lose any spell you were in the process of casting. If you are a Participant in a Ritual this pauses the ritual until it wears off.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing {{gloss|armour}}, lose all Hits. Otherwise, you may not use {{gloss|Strikes}} or {{gloss|Spells}}. Lasts until healed. Some monsters always count as wearing armour.&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item in that hand or place it on the floor. If you cannot safely drop it (e.g .a shield strapped to the arm), for the next 10 seconds any hits to it count as a hit to your arm.&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;CURE&amp;quot;&amp;gt;You are healed by N hits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a Ref as soon as possible. &lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;EFFECT&amp;quot;&amp;gt;EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
&amp;lt;span id=&amp;quot;COMPEL&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Unless otherwise stated, this lasts until {{call|REFRESH}} is called.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N stamina to shake off the effect.&lt;br /&gt;
*Take N wounds to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely OC information.&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be RESISTed.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=483</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=483"/>
		<updated>2014-09-26T16:59:43Z</updated>

		<summary type="html">&lt;p&gt;Dp301: /* Weapon Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|MAN DOWN}}&lt;br /&gt;
::{{call|MAN DOWN}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|MAN DOWN}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|MAN DOWN}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|MAN DOWN}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|MAN DOWN}} in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=431</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=431"/>
		<updated>2014-09-26T09:31:43Z</updated>

		<summary type="html">&lt;p&gt;Dp301: /* TOO HARD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
The most important call in LARP. MAN DOWN means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call MAN DOWN and should do so if needed. As soon as MAN DOWN is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when MAN DOWN was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref. If somebody says &#039;Ow&#039; and acts in pain but doesn&#039;t say this, hopefully they&#039;re roleplaying the hit.&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on. &lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
&amp;lt;section begin=MASS/&amp;gt;Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&amp;lt;section end=MASS/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WIDE ====&lt;br /&gt;
&amp;lt;section begin=WIDE/&amp;gt;Affects anyone within a 10m radius. In the Interactive, this hits everyone in the venue.&amp;lt;section end=WIDE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== REFRESH ====&lt;br /&gt;
Regain all your {{gloss|Stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the Interactive venue.&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
&amp;lt;section begin=SINGLE/&amp;gt;Lose one Hit. Does not need to be called, it is implied by melee blow.&amp;lt;section end=SINGLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
&amp;lt;section begin=TRIPLE/&amp;gt;Lose 3 Hits.&amp;lt;section end=TRIPLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
&amp;lt;section begin=MAGIC/&amp;gt;In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will destroy their defences.&amp;lt;section end=MAGIC/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make Strikes or cast Spells other than {{call|BREAK}} for the next 10 seconds, You lose any spell you were in the process of casting. If you are a Participant in a Ritual this pauses the ritual until it wears off.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing {{gloss|armour}}, lose all Hits. Otherwise, you may not use {{gloss|Strikes}} or {{gloss|Spells}}. Lasts until healed. Some monsters always count as wearing armour.&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item in that hand or place it on the floor. If you cannot safely drop it (e.g .a shield strapped to the arm), for the next 10 seconds any hits to it count as a hit to your arm.&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;CURE&amp;quot;&amp;gt;You are healed by N hits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a Ref as soon as possible. &lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;EFFECT&amp;quot;&amp;gt;EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
&amp;lt;span id=&amp;quot;COMPEL&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Unless otherwise stated, this lasts until {{call|REFRESH}} is called.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N stamina to shake off the effect.&lt;br /&gt;
*Take N wounds to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely OC information.&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be RESISTed.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=430</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=430"/>
		<updated>2014-09-26T08:59:42Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|MAN DOWN}}&lt;br /&gt;
::{{call|MAN DOWN}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|MAN DOWN}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|MAN DOWN}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|MAN DOWN}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|MAN DOWN}} in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=428</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=428"/>
		<updated>2014-09-25T23:35:39Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|MAN DOWN}}&lt;br /&gt;
::{{call|MAN DOWN}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|MAN DOWN}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|MAN DOWN}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|MAN DOWN}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call MAN DOWN in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=427</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=427"/>
		<updated>2014-09-25T23:34:16Z</updated>

		<summary type="html">&lt;p&gt;Dp301: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “Call” is an {{gloss|OC}} word or phrase used to describe the in-game effect of an action.&lt;br /&gt;
&lt;br /&gt;
You do not hear them {{gloss|IC}}.&lt;br /&gt;
&lt;br /&gt;
You may make a maximum of one call per second. &lt;br /&gt;
&lt;br /&gt;
== OC Calls ==&lt;br /&gt;
{{gloss|OC}} calls are used to tell the players (not the characters) what is going on, and in cases of emergency.&lt;br /&gt;
&lt;br /&gt;
==== MAN DOWN ====&lt;br /&gt;
The most important call in LARP. MAN DOWN means there has been an real-life injury, someone has lost their glasses or there has been another {{gloss|OC}} emergency. Anyone may call MAN DOWN and should do so if needed. As soon as MAN DOWN is called, the action suspends entirely, everyone should stop moving, and appropriate action is taken. Repeat the call to anyone who has not noticed. Once the emergency is over, if the game is to continue then people are asked to return to where they were when MAN DOWN was called and TIME IN restarts the action. &lt;br /&gt;
&lt;br /&gt;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. Anybody can make a mistake so try and be polite if it happens to you and use this call rather than a string of abuse! If it&#039;s happening a lot, speak to a ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME IN ====&lt;br /&gt;
The call to start roleplaying. Once TIME IN is called, the game has started. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME OUT ====&lt;br /&gt;
The call to stop roleplaying. Once TIME OUT is called, the game is over for that evening. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FAFF ====&lt;br /&gt;
The call to continue roleplaying, but not move forward. On linears, occasionally additional time is needed to get a big encounter ready; in this case, TIME FAFF will be called and the party will spontaneously stop for a quick {{gloss|IC}} break. This may only be called by a Ref.&lt;br /&gt;
&lt;br /&gt;
==== TIME FREEZE ====&lt;br /&gt;
This is close to a system call in its application. Upon hearing TIME FREEZE, all players should remain motionless, close their eyes and hum loudly so as not to hear what is going on. &lt;br /&gt;
&lt;br /&gt;
== IC Calls ==&lt;br /&gt;
These tell you what your character needs to do. Combat calls will either be made when someone hits you, by describing a target and pointing at them, or attached to a MASS or WIDE call.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TARGET&amp;gt; &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
For example “You in the red hat! {{call|MAGIC}} {{call|TRIPLE}}!” or “Dave! {{call|KNOCKBACK}}!”. The target takes the given effect. Maximum range 10m.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
&amp;lt;section begin=MASS/&amp;gt;Affects anyone within a 3m-long cone. Delineate an area of effect with your arms. If you aim upwards,it will hit everyone in a 3m radius.&amp;lt;section end=MASS/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== WIDE ====&lt;br /&gt;
&amp;lt;section begin=WIDE/&amp;gt;Affects anyone within a 10m radius. In the Interactive, this hits everyone in the venue.&amp;lt;section end=WIDE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== REFRESH ====&lt;br /&gt;
Regain all your {{gloss|Stamina}}. Usually feels {{gloss|IC}} like a wave of power spreads through the Interactive venue.&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
&amp;lt;section begin=SINGLE/&amp;gt;Lose one Hit. Does not need to be called, it is implied by melee blow.&amp;lt;section end=SINGLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
&amp;lt;section begin=TRIPLE/&amp;gt;Lose 3 Hits.&amp;lt;section end=TRIPLE/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
&amp;lt;section begin=MAGIC/&amp;gt;In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will destroy their defences.&amp;lt;section end=MAGIC/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make Strikes or cast Spells other than {{call|BREAK}} for the next 10 seconds, You lose any spell you were in the process of casting. If you are a Participant in a Ritual this pauses the ritual until it wears off.&lt;br /&gt;
&lt;br /&gt;
==== CRUSH ====&lt;br /&gt;
If this hits a limb, you cannot use that limb effectively. If it hits your torso and you are not wearing {{gloss|armour}}, lose all Hits. Otherwise, you may not use {{gloss|Strikes}} or {{gloss|Spells}}. Lasts until healed. Some monsters always count as wearing armour.&lt;br /&gt;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item in that hand or place it on the floor. If you cannot safely drop it (e.g .a shield strapped to the arm), for the next 10 seconds any hits to it count as a hit to your arm.&lt;br /&gt;
&lt;br /&gt;
==== STRIKEDOWN ====&lt;br /&gt;
You must roleplay being struck to the ground. You may alternatively squat for 3 seconds or put one knee and one hand to the ground if falling is unsafe. You are struck down even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== KNOCKBACK ====&lt;br /&gt;
You must take 3 full steps back as quickly and safely as possible. If this puts your back against a hard surface you may stop. You must step back even if you block the blow.&lt;br /&gt;
&lt;br /&gt;
==== BREAK ====&lt;br /&gt;
Removes {{call|ENTANGLE}} and {{call|DISRUPT}}. You can make BREAK calls even whilst under the effect of {{call|DISRUPT}}.&lt;br /&gt;
&lt;br /&gt;
==== RESTORE ====&lt;br /&gt;
You are no longer under the effect of {{call|CRUSH}} on any location.&lt;br /&gt;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;CURE&amp;quot;&amp;gt;You are healed by N hits.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a Ref as soon as possible. &lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
&amp;lt;span id=&amp;quot;EFFECT&amp;quot;&amp;gt;EFFECT may not be made on someone who is in combat. It indicates they take a complicated effect, which you then explain. Unless otherwise stated, this lasts until midnight.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
&amp;lt;span id=&amp;quot;COMPEL&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Unless otherwise stated, this lasts until {{call|REFRESH}} is called.  &lt;br /&gt;
&lt;br /&gt;
When you take this call you follow the instruction given to the best of your ability.  &lt;br /&gt;
&lt;br /&gt;
A COMPEL requiring further input, i.e. “Obey my every command” will fail.  &lt;br /&gt;
&lt;br /&gt;
You are aware that a foreign influence is trying to control your actions.  &lt;br /&gt;
&lt;br /&gt;
These COMPELs last until they expire or you do one of the following:  &lt;br /&gt;
*Spend N stamina to shake off the effect.&lt;br /&gt;
*Take N wounds to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
==== RESIST ====&lt;br /&gt;
This call indicates that you have heard someone else&#039;s call, but you are not reacting in the way they might expect. It is purely OC information.&lt;br /&gt;
&lt;br /&gt;
==== DROP ====&lt;br /&gt;
You fall unconscious and cannot be roused. Normally used for visions etc. May not be RESISTed.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=426</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=426"/>
		<updated>2014-09-25T23:27:17Z</updated>

		<summary type="html">&lt;p&gt;Dp301: /* Physical and Emotional Wellbeing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|MAN DOWN}}&lt;br /&gt;
::{{call|MAN DOWN}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|MAN DOWN}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|MAN DOWN}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|MAN DOWN}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call MAN DOWN in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=425</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=425"/>
		<updated>2014-09-25T23:18:22Z</updated>

		<summary type="html">&lt;p&gt;Dp301: /* General Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|MAN DOWN}}&lt;br /&gt;
::{{call|MAN DOWN}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|MAN DOWN}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|MAN DOWN}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|MAN DOWN}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call TOO HARD.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it.&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. If there is a specific trigger that is likely to upset you and you are OK telling the refs about it, we will work to avoid that situation occurring in plot we write.&lt;br /&gt;
&lt;br /&gt;
Scenarios involving non-consensual sex or sex with minors are not acceptable, either in uptime, downtime or character backgrounds. We will not include these in our plots and ask players to do the same.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;/div&gt;</summary>
		<author><name>Dp301</name></author>
	</entry>
</feed>