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	<id>https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hark</id>
	<title>No Flag No Country - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hark"/>
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	<updated>2026-06-03T07:53:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1797</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1797"/>
		<updated>2018-02-26T11:50:13Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* No Flag, No Country: The Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
No Flag No Country was the CLS game between 2014-2016, it finished with the 2016 3YGB.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The_Factions|The Factions]]&lt;br /&gt;
* [[The_Portal_Camp|The Portal Camp]]&lt;br /&gt;
* [[The_World|The World]]&lt;br /&gt;
* [[Magic_and_the_Supernatural|Magic and the Supernatural]]&lt;br /&gt;
* [[Faction Regulation|The Law]]&lt;br /&gt;
* [[Outlaw Groups]]&lt;br /&gt;
* [[Money and Trade]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[General_Rules|General Rules]]&lt;br /&gt;
* [[Calls|Calls]]&lt;br /&gt;
* [[Skills|Skills]]&lt;br /&gt;
* [[Character_Creation_Mechanics|Character Creation Mechanics]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
*[[Rules_Updates| Rules Updates]]&lt;br /&gt;
|&lt;br /&gt;
* [[How_to_Create_a_Character|How to Create a Character]]&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
*[[Design_Notes|Design Notes]]&lt;br /&gt;
*[[Monstering]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1796</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1796"/>
		<updated>2018-02-26T11:49:58Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
No Flag No Country was the CLS game between 2014-2016, it finished with the 2016 3YGB.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The_Factions|The Factions]]&lt;br /&gt;
* [[The_Portal_Camp|The Portal Camp]]&lt;br /&gt;
* [[The_World|The World]]&lt;br /&gt;
* [[Magic_and_the_Supernatural|Magic and the Supernatural]]&lt;br /&gt;
* [[Faction Regulation|The Law]]&lt;br /&gt;
* [[Outlaw Groups]]&lt;br /&gt;
* [[Money and Trade]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[General_Rules|General Rules]]&lt;br /&gt;
* [[Calls|Calls]]&lt;br /&gt;
* [[Skills|Skills]]&lt;br /&gt;
* [[Character_Creation_Mechanics|Character Creation Mechanics]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
*[[Rules_Updates| Rules Updates]]&lt;br /&gt;
|&lt;br /&gt;
* [[How_to_Create_a_Character|How to Create a Character]]&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
*[[Design_Notes|Design Notes]]&lt;br /&gt;
*[[Monstering]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1795</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1795"/>
		<updated>2018-02-26T11:49:43Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* No Flag, No Country: The Manual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
No Flag No Country was the CLS game between 2014-2016, it finished with the 2016 3YGB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 616 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The_Factions|The Factions]]&lt;br /&gt;
* [[The_Portal_Camp|The Portal Camp]]&lt;br /&gt;
* [[The_World|The World]]&lt;br /&gt;
* [[Magic_and_the_Supernatural|Magic and the Supernatural]]&lt;br /&gt;
* [[Faction Regulation|The Law]]&lt;br /&gt;
* [[Outlaw Groups]]&lt;br /&gt;
* [[Money and Trade]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[General_Rules|General Rules]]&lt;br /&gt;
* [[Calls|Calls]]&lt;br /&gt;
* [[Skills|Skills]]&lt;br /&gt;
* [[Character_Creation_Mechanics|Character Creation Mechanics]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
*[[Rules_Updates| Rules Updates]]&lt;br /&gt;
|&lt;br /&gt;
* [[How_to_Create_a_Character|How to Create a Character]]&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
*[[Design_Notes|Design Notes]]&lt;br /&gt;
*[[Monstering]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1745</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1745"/>
		<updated>2015-05-18T13:00:07Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;40&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1737</id>
		<title>Prof:Healing</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1737"/>
		<updated>2015-03-17T14:46:55Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of {{gloss|appropriate roleplay}}, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with  {{gloss|appropriate roleplay}}, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of  {{gloss|appropriate roleplay}}, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of  {{gloss|appropriate roleplay}} you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with  {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with  {{gloss|appropriate roleplay}}. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of  {{gloss|appropriate roleplay}} with a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1736</id>
		<title>Prof:Healing</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1736"/>
		<updated>2015-03-17T14:45:16Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of {{gloss|appropriate roleplay}}, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with  {{gloss|appropriate roleplay}}, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of  {{gloss|appropriate roleplay}}, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of  {{gloss|appropriate roleplay}} you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with appropriate roleplay.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with  {{gloss|appropriate roleplay}}.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with  {{gloss|appropriate roleplay}}. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of  {{gloss|appropriate roleplay}} with a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1717</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1717"/>
		<updated>2015-03-11T10:45:23Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;31&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1716</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1716"/>
		<updated>2015-03-10T12:45:53Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Setting&lt;br /&gt;
** The_Factions|The Factions&lt;br /&gt;
** The_Portal_Camp|The Portal Camp&lt;br /&gt;
** The_World|The World&lt;br /&gt;
** Magic_and_the_Supernatural|Magic and the Supernatural&lt;br /&gt;
** Faction_Regulation|The Law&lt;br /&gt;
** Outlaw_Groups|Outlaw Groups&lt;br /&gt;
** Money_and_Trade|Money and Trade&lt;br /&gt;
* Rules&lt;br /&gt;
** Safety|Safety&lt;br /&gt;
** General_Rules|General Rules&lt;br /&gt;
** Calls|Calls&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Character_Creation_Mechanics|Character Creation Mechanics&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
* Other&lt;br /&gt;
** How_to_Create_a_Character|How to Build a Character&lt;br /&gt;
** Glossary|Glossary&lt;br /&gt;
** http://camlarp.co.uk|Main CLS Site&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1715</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=MediaWiki:Sidebar&amp;diff=1715"/>
		<updated>2015-03-10T12:45:44Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Setting&lt;br /&gt;
** The_Factions|The Factions&lt;br /&gt;
** The_Portal_Camp|The Portal Camp&lt;br /&gt;
** The_World|The World&lt;br /&gt;
** Magic_and_the_Supernatural|Magic and the Supernatural&lt;br /&gt;
** Faction_Regulation|The Law&lt;br /&gt;
** Outlaw_Groups|Outlaw Groups&lt;br /&gt;
** Money_and_Trade|Money and Trade&lt;br /&gt;
* General_Rules|Rules&lt;br /&gt;
** Safety|Safety&lt;br /&gt;
** General_Rules|General Rules&lt;br /&gt;
** Calls|Calls&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Character_Creation_Mechanics|Character Creation Mechanics&lt;br /&gt;
** Downtime|Downtime&lt;br /&gt;
* Other&lt;br /&gt;
** How_to_Create_a_Character|How to Build a Character&lt;br /&gt;
** Glossary|Glossary&lt;br /&gt;
** http://camlarp.co.uk|Main CLS Site&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1668</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1668"/>
		<updated>2015-03-06T17:50:18Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1665</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1665"/>
		<updated>2015-02-27T13:44:18Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;29&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=How_to_Create_a_Character&amp;diff=1664</id>
		<title>How to Create a Character</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=How_to_Create_a_Character&amp;diff=1664"/>
		<updated>2015-02-27T13:43:51Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* What skills do you have? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: This is not intended to be a short and concise guide on the mechanics of building a character. This guide is a more in depth look at both the system and the process of creating and fleshing out a character and the choices you will have to make.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who are you and what gives you power? ==&lt;br /&gt;
The first step to creating a character in NFNC is to think about who that character is. A &amp;quot;high concept&amp;quot; is a popular place to start for RPG characters, especially in some tabletop games. A high concept is a short phrase that describes the character. If you can describe your PC in a quick sentence, it&#039;s a good bet that you can come up with something based off that.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
*&amp;quot;Antiquarian with a Nose for Trouble&amp;quot;&lt;br /&gt;
*&amp;quot;Indentured Knight of the Builder&#039;s Community&amp;quot;&lt;br /&gt;
*&amp;quot;Spell-slinging Ice Mage&amp;quot;&lt;br /&gt;
*&amp;quot;Wizard Private Investigator&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All abilities in NFNC beyond those of a normal being are expressions of inner power through a set of beliefs referred to as a paradigm. A belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. &lt;br /&gt;
&lt;br /&gt;
This can vary wildly, but while characters may have very different beliefs about how the powers they have work, the mechanical skills are the same. For example both a mage hurling fireballs, a priest declaring divine wrath and a martial artist projecting their Ki all use the same skill that lets you damage people at a distance.&lt;br /&gt;
&lt;br /&gt;
Starting from either an archetype, a concept or a paradigm and building up the rest is the easiest way to go about constructing a character. This will then give you a framework to work from when choosing skills, as if a skill can&#039;t be explained under your character’s Paradigm it probably isn&#039;t one that is thematically appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Who do you serve? Why are you here? ==&lt;br /&gt;
The game is set on a previously unexplored archipelago where an artefact of great power has been discovered. Three nations and seven multi-national organisations have all sent agents to stake their claim to what new knowledge and valuables can be found on this new continent.&lt;br /&gt;
&lt;br /&gt;
As a player your character is an Agent of one of these factions sent to this continent to do that faction’s will. Along with the three nations are the four churches of the gods and the guilds of Antiquarians, Caravaneers and Mages. For more information on what the different factions are and what they are interested in see the [[The Factions|Factions]] pages. The top level page for each faction will give you a brief overview of the faction and what their goals are; it will also offer you links to further information on that faction. &lt;br /&gt;
&lt;br /&gt;
Each faction offers a discount on the purchasing of one particular tree of Profession {{gloss|skills}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What&#039;s your personality?==&lt;br /&gt;
One simple way of creating a personality for your character is to take one aspect of yourself and turn it up to 11. A Builder PC might be &amp;quot;Overwhelming sense of duty&amp;quot;, a mage might be &amp;quot;I&#039;ll turn my curiosity up&amp;quot;. This has the advantage that you only need to remember one way in which your character&#039;s response will differ from your own. Shortening your temper or patience on top of this is also good, as it means you do stuff. Larp isn&#039;t real, you can take the risks and if your character gets broken, make another one.&lt;br /&gt;
&lt;br /&gt;
Another popular method is to think of some personality traits of your favourite fictional characters and then apply those to your PC. Then if you get stuck think &amp;quot;What would that character do?&amp;quot; and do that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What skills do you have? ==&lt;br /&gt;
The last step of creating a character is to decide what skills they have. This is done by paying XP to buy the different named skills in the system. A starting character has {{startingXP}}XP. A starting character must spend at least 15 of their XP on skills of Level 3 or lower. &lt;br /&gt;
&lt;br /&gt;
To purchase skill at a given level, your character must own all earlier levels of that skill. For example to buy &#039;&#039;Armour 3&#039;&#039; your character must already have &#039;&#039;Armour 2&#039;&#039; and &#039;&#039;Armour 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To buy a skill you must pay a number of XP equal to its level. 1XP for 1st level skills, 2 for 2nd level and so forth. The exception to this is your character&#039;s faction discount skill; for this skill each level costs 1XP less, so the 1st level is free, the second costs 1XP and so forth.&lt;br /&gt;
&lt;br /&gt;
The skills in NFNC are grouped into three general categories: combat skills, mystic skills and profession skills.&lt;br /&gt;
&lt;br /&gt;
Combat skills are generally very simple. They a character more hits or stamina, or give them the ability to use new types of weapons or armour. &lt;br /&gt;
&lt;br /&gt;
Mystic skills give access to different powers that can be used in combat situations to harm your enemies or aid your allies; they all give your character the ability to perform a feat that no normal being could in exchange for spending stamina. Unlike the other skills, each of the three Mystic skill trees contains several skills at each level. These are bought separately; to buy a mystic skill of 2nd level or above, you must have at least one skill from the level below. You can buy multiple skills from the same level of a Mystic tree.&lt;br /&gt;
&lt;br /&gt;
Profession skills give access to a wide variety of powers, often not directly applicable to combat. Unlike Mystic skills, buying a level of a Profession gives access to all abilities in that level. Each faction has one profession tree that they offer at a 1 XP per level discount.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
There is a more extensive list of kit suggestions for each Faction in their individual pages, but mostly kit is &amp;quot;Generic fantasy&amp;quot;. A good rule of thumb is &amp;quot;Does it look vaguely like something before the 16th Century if you squint?&amp;quot;. We don&#039;t want to discourage people from re-purposing modern clothing to look IC, but we&#039;d like you not to turn up in inappropriate historical kit like top hats, tricorns and frock coats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Unfinished]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=1663</id>
		<title>Character Creation Mechanics</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=1663"/>
		<updated>2015-02-27T13:42:26Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Character Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a purely mechanical description of the requirements for building a character. For a more in depth guide on how to think about a character concept and build it into a character see [[How_to_Create_a_Character|How to Build a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please email any character builds to larp-refs@srcf.net, and include a brief description of the character&#039;s Paradigm and history. Please don&#039;t send as attachments, plain text in the email is best. Putting them in wiki format is perfect, and we have a template for this.&lt;br /&gt;
&lt;br /&gt;
Characters must be approved by the refs before entering play. Characters that go against the brief such as double-agents, cultists etc. are only available at ref discretion. There will be opportunities to play these, please do ask us about this if you&#039;re at all interested.&lt;br /&gt;
&lt;br /&gt;
It is not possible for your character to start with magical items other than that granted by your Skills (Trade 3 and Talismancy 3 for example). The Refs may offer the opportunity to buy equipment out of your first week&#039;s income before entering play. Your PC is assumed to have access to any weapons or armour they can use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Character sheet in wiki format&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=&lt;br /&gt;
|species=&lt;br /&gt;
|nation=&lt;br /&gt;
|faction=&lt;br /&gt;
|background=Their job before becoming an Agent&lt;br /&gt;
|skills= &lt;br /&gt;
* YOUR FACTION SKILL (at -1 XP per level so free at the first level)&lt;br /&gt;
*ANOTHER SKILL&lt;br /&gt;
*A FURTHER SKILL&lt;br /&gt;
|para_short= One line description of your characters paradigm&lt;br /&gt;
|para_full= Longer text for if you have any interesting points or facets of your characters paradigm to discuss &lt;br /&gt;
|biography=Tell us about your PC&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Faction Membership ==&lt;br /&gt;
*Each Nation, Guild and Church is a [[The Factions|Faction]].&lt;br /&gt;
*You can only be a member of one Faction.&lt;br /&gt;
*You can play any race or national origin in any faction.&lt;br /&gt;
*Your Faction has trained you in one specific Skill that they expect all ranking members to be proficient in. You can read this on the [[The_Factions|Faction]] or [[Skills]] pages. You have a 1 XP discount on every level of this skill. This means that L1 is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
*Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.&lt;br /&gt;
*Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.&lt;br /&gt;
*This skill represents your background and history, and the refs may take this into account in appropriate situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
===Basic Skills===&lt;br /&gt;
{{#lsth:General_Rules|Player Character Specifics}}&lt;br /&gt;
&lt;br /&gt;
===Buying New Skills===&lt;br /&gt;
*Every Skill costs Experience Points (XP) equal to its level&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP. &lt;br /&gt;
*The first 15XP you spend must be on skills of L3 or below.&lt;br /&gt;
*Unspent XP may be saved.&lt;br /&gt;
*Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Transmutation trained.&lt;br /&gt;
*You must buy up numbered skills in order. So you require Will 1 to buy Will 2, and Will 2 to buy Will 3.&lt;br /&gt;
&lt;br /&gt;
For a list of skills, visit [[Skills]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
*Characters gain 1XP per week.&lt;br /&gt;
*Characters gain an extra 1XP if you played them for more than 30 min this week. We will not clock-watch on this, so don&#039;t feel you need to stay in for exactly 5 minutes more for some XP.&lt;br /&gt;
*You gain 1XP for an existing PC you didn&#039;t play this week if either you:&lt;br /&gt;
**Played NPCs for more than 30 min of the Interactive. &lt;br /&gt;
**Played NPCs on the Linear.&lt;br /&gt;
*You may spend XP in Downtime, or before the Linear if you are going on it. &lt;br /&gt;
*Characters may have a maximum of 60 XP. &lt;br /&gt;
*L5 skills will need to be made available by PC action.&lt;br /&gt;
** Current [[:Category:Unlocked Level 5|unlocked]] and [[:Category:Locked Level 5|locked]] level 5 skills.&lt;br /&gt;
&lt;br /&gt;
== Sample Character Builds ==&lt;br /&gt;
Each of these character builds includes a few ideas for ways to roleplay the character, as well as suggestions other concepts that work with the same stats, modified for different faction discount skills.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel bound to the suggested Backgrounds or Paradigms - if you like one of these concepts but have a strong idea for their former life or worldview, go for it. The suggestions here are simple ideas for if nothing else springs to mind.&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Antiquarian’s Guild Ruins Raider&lt;br /&gt;
|hits=8 in light armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=A daring rogue who left home to seek adventure with the Antiquarians, with a happy-go-lucky wanderlust; or a careful expert carrying tools for every eventuality, who takes calculated risks but isn&#039;t afraid of danger.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Tomb raider, ruin exploration expert.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Caravaneers Guard Captain&lt;br /&gt;
*Hegemony Supply Sergeant (Trade 2, Talismancy 1 (Discount))&lt;br /&gt;
*Vendicsal Raider (Trade 2, Biomancy 1 (Discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I&#039;m just that charismatic - I can inspire my allies to keep going, and drive my enemies back through sheer force of personality,&amp;quot; or &amp;quot;The ancient power of countless lost ruins has rubbed off on me, and I can use its echoes for my own benefit.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Armour 1 (1)&lt;br /&gt;
* Health 2 (3)&lt;br /&gt;
* Shield 2 (3)&lt;br /&gt;
* Stamina 2 (3)&lt;br /&gt;
* Corpus 1 {{gloss|spell}}: {{call|CURE}} 3 (1)&lt;br /&gt;
* Force 1 {{gloss|strike}}: {{call|KNOCKBACK}}  (1)&lt;br /&gt;
* Trade 3 (3) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
* 1 Stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
* 1 Stamina for a ranged {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
* Use a Shield.&lt;br /&gt;
* 8 Hits in Light Armour.&lt;br /&gt;
* 64 Ducatto bonus income.&lt;br /&gt;
* May send letters by Ritual. &lt;br /&gt;
* May disperse rumours in downtime.&lt;br /&gt;
* Gets a random item each week.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Research Mage&lt;br /&gt;
|hits= 5 in armour&lt;br /&gt;
|stamina= 6&lt;br /&gt;
|background=A curious and avid learner whose first reaction to anything and anyone new is to ask questions about it; or an arrogant mage convinced of the superiority of their own approach to learning.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Research Mage, Scholar of [Choose a Subject!]&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Explorer Church Priest (Identical stats, but Knowledge as faction discount skill)&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;One who understands the world can, through force of will, affect the energy within it,&amp;quot; or &amp;quot;The world is made of four elements - I strike my enemies with blasts of fire and drive them back with gusts of wind.&amp;quot; It&#039;s common for Mages to deliberately construct their own paradigm, so this concept is well-suited to a Paradigm that&#039;s quite aware of the fact that it&#039;s the belief that it works that makes it work.&lt;br /&gt;
|skills=&lt;br /&gt;
* Stamina 3 (6)&lt;br /&gt;
* Force 1 {{gloss|spell}}: {{call|DISARM}} (1)&lt;br /&gt;
* Force 2 {{gloss|spell}}: {{call|MAGIC}} {{call|TRIPLE}} (2)&lt;br /&gt;
* Movement 1 {{gloss|spell}}: 3x{{call|KNOCKBACK}} (1)&lt;br /&gt;
* Movement 1 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|KNOCKBACK}}&lt;br /&gt;
* Knowledge 2 (3)&lt;br /&gt;
* Transmutation 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 Stamina {{gloss|spell}} for 3 uses of {{call|KNOCKBACK}} over the next 10 seconds.&lt;br /&gt;
*1 Stamina for a ranged {{call|DISARM}} {{gloss|spell}}.&lt;br /&gt;
*2 Stamina for a ranged {{call|MAGIC}} {{call|TRIPLE}} {{gloss|spell}}.&lt;br /&gt;
*Orison for minor magical effects.&lt;br /&gt;
*Transmute water into various useful liquids.&lt;br /&gt;
*Lead a ritual to move effects from one target to another.&lt;br /&gt;
*Can lead a Ritual to charge up energy for controlled explosions.&lt;br /&gt;
*Can determine at least the Strength of an Effect on someone or something.&lt;br /&gt;
*Can expose themself to an effect to learn about it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Democracy Guard&lt;br /&gt;
|hits= 7 in a Breastplate&lt;br /&gt;
|stamina= 5 in a Breastplate&lt;br /&gt;
|background=A calm, collected soldier, confident of the superiority of the Democracy way and dedicated to its protection; or an Ozgur consumed by the quest for perfect martial skill, seeking new challenges to test their training against and learn from.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Guard, soldier, student of battle.&lt;br /&gt;
&lt;br /&gt;
These stats can work as a guard in any Faction - just replace Meta-Rituals 2 with 2 levels in your Faction skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am very strong,&amp;quot; or &amp;quot;Study of battle is the true path to martial power - by understanding myself, my weapons and my enemies, I can rule the battlefield.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Armour 1 (1)&lt;br /&gt;
* Health 1 (1)&lt;br /&gt;
* Stamina 3 (6)&lt;br /&gt;
* Two Handed 2 (3)&lt;br /&gt;
* Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
* Force 2 {{gloss|strike}}: {{call|DISARM}} (2)&lt;br /&gt;
* Meta-Rituals 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 {{call|CRUSH}} resist whilst in a Breastplate.&lt;br /&gt;
*Can use a stab-safe spear, or a non-stab safe polearm, or a two-handed weapon.&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a  {{call|DISARM}} {{gloss|strike}}.&lt;br /&gt;
*Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina.&lt;br /&gt;
*Can perform a Ritual to call {{call|DISRUPT}} once per 10 seconds while stationary or walking.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Explorer Church Surgeon&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background=A sympathetic healer who helps patients work out if they made any mistakes they can avoid next time; or a grumpy surgeon whose cynical exterior masks a potent dedication to their patients.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Surgeon, explorer.&lt;br /&gt;
&lt;br /&gt;
These stats can work as a healer in any Faction - just replace Knowledge 1 with a level in your Faction discount skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;The body is a complex machine, and my understanding of anatomy allows me to repair it&amp;quot; (this gets you a fairly standard real-world-esque surgical style), or &amp;quot;Injuries are an external influence on the Truth of how a body should work; I can move these influences from the body to a piece of crystal, thereby returning the body to its proper form.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Stamina 3(6)&lt;br /&gt;
* Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
* Corpus 2 {{gloss|spell}}: {{gloss|touch}}-range {{call|RESTORE}} (2)&lt;br /&gt;
* Healing 3 (6) &lt;br /&gt;
* Knowledge 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
&lt;br /&gt;
*1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
*2 stamina for a {{gloss|touch}}-range {{call|RESTORE}} {{gloss|spell}}.&lt;br /&gt;
*Determine at least the Strength of an Effect on someone or something. &lt;br /&gt;
*{{call|CURE}} 1 to a dying PC with 10s roleplay.&lt;br /&gt;
*Determine Hits or Wounds on a PC with 10s roleplay.&lt;br /&gt;
*Suppress up to 4 levels of Wounds.&lt;br /&gt;
*Heal {{call|CRUSH}} or all Hits with appropriate RP in a non-stressful situation.&lt;br /&gt;
*Remove all Wounds in a medical venue with 5 min roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Aspirant Church Scout&lt;br /&gt;
|hits=7 in full armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=A grinning daredevil who sees each battle as a test of their perfection; or a focused warrior who seeks out and battles oppression, so the weak are free to seek their own perfection.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Military Scout, Caravan guard, Hunter&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Antiquarian Hunter (Necromancy 0, Trade 2 (discount))&lt;br /&gt;
*Explorer Church Explorer (Necromancy 0, Knowledge 2 (discount))&lt;br /&gt;
*Hegemony Archer (Necromancy 0, Talismancy 2 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;Luck conspires to help me out - my enemies trip or get their feet tangled just when I need them to,&amp;quot; or &amp;quot;I approach the Aspirant&#039;s perfection, and my God lends me miracles to aid me in the pursuit of my holy duties.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Armour 1 (1)&lt;br /&gt;
*Health 1 (1)&lt;br /&gt;
*Ranged 3 (6)&lt;br /&gt;
*Stamina 2 (3)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|Knockback}} (1)&lt;br /&gt;
*Movement 2 {{gloss|spell}}: {{gloss|ENTANGLE}} (2)&lt;br /&gt;
*Necromancy 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 stamina for a ranged {{gloss|Instantaneous}} {{call|KNOCKBACK}} {{gloss|spell}}.&lt;br /&gt;
* 2 stamina for a ranged {{call|ENTANGLE}} {{gloss|spell}}.&lt;br /&gt;
*7 Hits in Light Armour.&lt;br /&gt;
*Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.&lt;br /&gt;
*Can cooperate to reanimate a body with more hits or as a more useful minion.&lt;br /&gt;
*Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN.&lt;br /&gt;
*Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet|&lt;br /&gt;
|name=Hegemony Enforcer&lt;br /&gt;
|hits=9 in heavy armour&lt;br /&gt;
|stamina=4 in heavy armour&lt;br /&gt;
|background=A knee-breaking thug given to darkly humourous threats; or a war-veteran sergeant who&#039;s seen it all before.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Blacksmith, military reservist, militia member, Guild enforcer&lt;br /&gt;
&lt;br /&gt;
All the Factions have guards, and some parts of the Caravaneers and Antiquarians might use enforcers like these in support of their legal monopolies. These stats will work for any such character; just replace Talismancy 1 with a rank in your faction discount skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am very strong,&amp;quot; or &amp;quot;The Hegemony marches unstoppably onward; as its representative, I have the implacable might of my whole Nation behind me.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Armour 2 (3)&lt;br /&gt;
*Health 2 (3)&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Force 2 {{gloss|strike}}: {{call|STRIKEDOWN}} (2)&lt;br /&gt;
*Talismancy 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 CRUSH resist in Metal Armour&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a {{call|STRIKEDOWN}} {{gloss|strike}}.&lt;br /&gt;
*Make a Talisman of any skill under 2 Stamina.&lt;br /&gt;
*Salvage a Talisman for parts.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Celebrant Church Alchemist&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background= A cheerful priest-alchemist who tries to help others relax, look on the bright side, and enjoy themselves; or a quiet healer who takes pride in helping others do things they can be proud of.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Recreational alchemy vendor, Priest of the Celebrant&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Democracy politician-mage (Psychomancy 2, Meta-Rituals 1 (discount))&lt;br /&gt;
*Guild of Mages alchemy researcher (Lose KNOCKBACK or the buckler; Transmutation as discount skill)&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;By mixing various ingredients, I can create concoctions having a wide variety of effects,&amp;quot; or &amp;quot;The miraculous power of the Celebrant allows me to transform things to better celebrate our successes - whether those things are clean water or other people&#039;s feelings.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Shield 1 (1)&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Psychomancy 3 (3) (discount)&lt;br /&gt;
*Transmutation 2 (3)&lt;br /&gt;
|effects=&lt;br /&gt;
*May use a buckler up to 15” wide.&lt;br /&gt;
*1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*1 stamina to Induce Emotion by 10 seconds talking.&lt;br /&gt;
*Orison for minor magical effects.&lt;br /&gt;
*Transmute water into various useful liquids.&lt;br /&gt;
*Lead a ritual to move effects from one target to another.&lt;br /&gt;
*Lead a ritual to create drugs and emotional poisons.&lt;br /&gt;
*Make someone talkative or give an Effect, object or animal a voice for a while for 2 stamina.&lt;br /&gt;
*Lead a ritual to give all participants a 1-shot Inflict Emotion effect.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Alfar Reaver&lt;br /&gt;
|hits=8 in light armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=An arrogant and disdainful duellist seeking a truly worthy opponent; or a dashing adventurer who laughs in the face of danger and takes a trophy from their most memorable foes.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Reaver, duellist, hunter.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Democracy assassin (Trade 0, Meta-Rituals 1 (discount))&lt;br /&gt;
*Guild of Mages swordmaster (Biomancy 0, Transmutation 1 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am extremely awesome and spectacularly good at what I do,&amp;quot; or &amp;quot;Tales are told of my skill with a blade - as the protagonist of a true Vendicsal epic, I can perform the feats of a true hero.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Ambidextrous (1)&lt;br /&gt;
*Armour 1 (1)&lt;br /&gt;
*Health 2 (3)&lt;br /&gt;
*Stamina 2 (3)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Force 2 {{gloss|strike}}: {{call|DISARM}} (2)&lt;br /&gt;
*Force 3 {{gloss|strike}}: {{call|TRIPLE}} (3)&lt;br /&gt;
*Biomancy 1 (0) (discount)&lt;br /&gt;
*Trade 1 (1)&lt;br /&gt;
|effects=&lt;br /&gt;
*Use a weapon in each hand&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a {{call|DISARM}} {{gloss|strike}}.&lt;br /&gt;
*3 stamina for a {{call|TRIPLE}} {{gloss|strike}}.&lt;br /&gt;
*Mark an unresisting target.&lt;br /&gt;
*32 Ducatto additional income.&lt;br /&gt;
*Can send rumours.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Builder Church Priest&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background=A bombastic preacher whose impassioned words inspire the faithful in battle; or a quietly devoted priest who will tolerate no threat to the people they serve.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Wandering Preacher, military chaplain.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Guild of Antiquarians battlemage (Will 2, Psychomancy 0, Trade 2 (discount))&lt;br /&gt;
*Hegemony military officer (Will 2, Talismancy 1 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I speak the word of the Builder, and She lends me miracles to do her work,&amp;quot; or &amp;quot;I am the heart of my community, and wield the power of our unified wills.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: {{call|STRIKEDOWN}} (1)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: 3x{{call|KNOCKBACK}} (1)&lt;br /&gt;
*Movement 2 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|MASS}} {{call|KNOCKBACK}} (2)&lt;br /&gt;
*Psychomancy 1 (1)&lt;br /&gt;
*Will 3 (3) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
* 1 stamina for a {{gloss|ranged}} {{call|STRIKEDOWN}} {{gloss|spell}}.&lt;br /&gt;
* 1 stamina {{gloss|spell}} to call {{call|KNOCKBACK}} to any 3 targets.&lt;br /&gt;
* 1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 spell.&lt;br /&gt;
* 2 stamina for an {{gloss|instantaneous}} {{call|MASS}} {{call|KNOCKBACK}} spell.&lt;br /&gt;
* Restore an ally&#039;s stamina.&lt;br /&gt;
* Bond together a group to ignore each other&#039;s area-effect spells.&lt;br /&gt;
* Lead a ritual to charge a large number of ranged {{call|KNOCKBACK}} calls until you move from the spot.&lt;br /&gt;
* Lead a ritual to {{call|COMPEL}} a target within line of sight.&lt;br /&gt;
* Spend 1 stamina to induce emotion by 10s of talking.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Caravaneers Reporter&lt;br /&gt;
|hits= 5 in armour&lt;br /&gt;
|stamina= 4&lt;br /&gt;
|background= A curious journalist who wants to get to know everyone and find out their angle; or a cynical hack who cares about the story, but not the feelings of the people involved. &lt;br /&gt;
&lt;br /&gt;
Backgrounds: Journalist, travelling trader, wandering entertainer.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Explorer Church Reporter (Trade 2; Knowledge is discount skill)&lt;br /&gt;
*Mage&#039;s Guild Investigator (Trade 0, Transmutation 1(discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I&#039;m just an extremely charming person who know how to ask questions,&amp;quot; or &amp;quot;I&#039;m the one who tells the stories - the stories tell themselves to me, and I choose how that comes across to everyone else.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Stamina 2 (3)&lt;br /&gt;
* Biomancy 2 (3)&lt;br /&gt;
* Knowledge 3 (6)&lt;br /&gt;
* Psychomancy 2 (3)&lt;br /&gt;
* Trade 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*Mark an unresisting target.&lt;br /&gt;
*Lead a ritual to modify a target&#039;s appearance to create a disguise.&lt;br /&gt;
*Determine at least the Strength of an Effect on someone or something.&lt;br /&gt;
*Expose themself to an effect to learn about it.&lt;br /&gt;
*Lead a ritual to discover information and secrets about a person, location, or object.&lt;br /&gt;
* Spend 1 stamina to induce emotion by 10s of talking.&lt;br /&gt;
*Lead a ritual to give each participant an emotion-inducing ability.&lt;br /&gt;
*Make a character talkative, or allow an inanimate object, creature or magical effect to speak.&lt;br /&gt;
*Gains 32 Ducatto extra income.&lt;br /&gt;
*May submit a rumour in downtime.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1655</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1655"/>
		<updated>2015-02-24T15:44:42Z</updated>

		<summary type="html">&lt;p&gt;Hark: &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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&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 {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are a {{gloss|participant}} in a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&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 [[armour]], lose all {{gloss|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;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) &#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
{{pedant-box|&lt;br /&gt;
*Don&#039;t bounce your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Don&#039;t deliberately target DISARMed items where you have other valid targets. Nobody is going to fall over from you hitting the wand that&#039;s on a three foot cord behind them. &lt;br /&gt;
}}&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;
&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. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&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. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &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 {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
If you choose to take wounds and do not currently have a wound card, you may elect to take wounds on the [[Bleeding from the Eyes]] wound track as a means to streamline your roleplaying.&lt;br /&gt;
&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 {{gloss|OC}} information.&lt;br /&gt;
&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 {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyeballs&amp;diff=1654</id>
		<title>Bleeding from the Eyeballs</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyeballs&amp;diff=1654"/>
		<updated>2015-02-24T15:44:27Z</updated>

		<summary type="html">&lt;p&gt;Hark: Hark moved page Bleeding from the Eyeballs to Bleeding from the Eyes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bleeding from the Eyes]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1653</id>
		<title>Bleeding from the Eyes</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1653"/>
		<updated>2015-02-24T15:44:27Z</updated>

		<summary type="html">&lt;p&gt;Hark: Hark moved page Bleeding from the Eyeballs to Bleeding from the Eyes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may elect to take wounds on this track if you satisfy the following conditions:&lt;br /&gt;
# You must not currently have a partially filled wound card.&lt;br /&gt;
# You must be gaining wounds from resisting a {{call|COMPEL}}.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Bleeding From The Eyes&lt;br /&gt;
|-&lt;br /&gt;
|1. You have a sharp pain behind your eyes.&lt;br /&gt;
|-&lt;br /&gt;
|2. -1 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
|3. You vision starts to blur near the edges.&lt;br /&gt;
|-&lt;br /&gt;
|4. -2 Max Hits&lt;br /&gt;
|-&lt;br /&gt;
|5. The pain behind your eyes becomes acute and you are starting to struggle to see. When you attempt to use a ranged Spell or weapon, take a {{call|COMPEL}} 2: Miss.&lt;br /&gt;
|-&lt;br /&gt;
|6. -30s Bleed Count&lt;br /&gt;
|-&lt;br /&gt;
|7. -2 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
|8. Your vision blurs completely, you lose the ability to use the Ranged skill, targeted ranged calls and the ability to cone {{call|MASS}} calls. You may still make melee blows, use {{call|WIDE}} calls and use unconed {{call|MASS}} calls.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1652</id>
		<title>Bleeding from the Eyes</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1652"/>
		<updated>2015-02-24T15:44:04Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may elect to take wounds on this track if you satisfy the following conditions:&lt;br /&gt;
# You must not currently have a partially filled wound card.&lt;br /&gt;
# You must be gaining wounds from resisting a {{call|COMPEL}}.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Bleeding From The Eyes&lt;br /&gt;
|-&lt;br /&gt;
|1. You have a sharp pain behind your eyes.&lt;br /&gt;
|-&lt;br /&gt;
|2. -1 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
|3. You vision starts to blur near the edges.&lt;br /&gt;
|-&lt;br /&gt;
|4. -2 Max Hits&lt;br /&gt;
|-&lt;br /&gt;
|5. The pain behind your eyes becomes acute and you are starting to struggle to see. When you attempt to use a ranged Spell or weapon, take a {{call|COMPEL}} 2: Miss.&lt;br /&gt;
|-&lt;br /&gt;
|6. -30s Bleed Count&lt;br /&gt;
|-&lt;br /&gt;
|7. -2 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
|8. Your vision blurs completely, you lose the ability to use the Ranged skill, targeted ranged calls and the ability to cone {{call|MASS}} calls. You may still make melee blows, use {{call|WIDE}} calls and use unconed {{call|MASS}} calls.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1651</id>
		<title>Bleeding from the Eyes</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Bleeding_from_the_Eyes&amp;diff=1651"/>
		<updated>2015-02-24T15:43:23Z</updated>

		<summary type="html">&lt;p&gt;Hark: Created page with &amp;quot;You may elect to take wounds on this track if you satisfy the following conditions: # You must not currently have a partially filled wound card. # You must be gaining wounds f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may elect to take wounds on this track if you satisfy the following conditions:&lt;br /&gt;
# You must not currently have a partially filled wound card.&lt;br /&gt;
# You must be gaining wounds from resisting a {{call|COMPEL}}.&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Bleeding From The Eyes&lt;br /&gt;
|-&lt;br /&gt;
1. You have a sharp pain behind your eyes.&lt;br /&gt;
|-&lt;br /&gt;
2. -1 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
3. You vision starts to blur near the edges.&lt;br /&gt;
|-&lt;br /&gt;
4. -2 Max Hits&lt;br /&gt;
|-&lt;br /&gt;
5. The pain behind your eyes becomes acute and you are starting to struggle to see. When you attempt to use a ranged Spell or weapon, take a {{call|COMPEL}} 2: Miss.&lt;br /&gt;
|-&lt;br /&gt;
6. -30s Bleed Count&lt;br /&gt;
|-&lt;br /&gt;
7. -2 Max Stamina&lt;br /&gt;
|-&lt;br /&gt;
8. Your vision blurs completely, you lose the ability to use the Ranged skill, targeted ranged calls and the ability to cone {{call|MASS}} calls. You may still make melee blows, use {{call|WIDE}} calls and use unconed {{call|MASS}} calls.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1650</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1650"/>
		<updated>2015-02-24T15:39:27Z</updated>

		<summary type="html">&lt;p&gt;Hark: &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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&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 {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are a {{gloss|participant}} in a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&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 [[armour]], lose all {{gloss|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;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) &#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
{{pedant-box|&lt;br /&gt;
*Don&#039;t bounce your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Don&#039;t deliberately target DISARMed items where you have other valid targets. Nobody is going to fall over from you hitting the wand that&#039;s on a three foot cord behind them. &lt;br /&gt;
}}&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;
&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. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&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. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &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 {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
If you choose to take wounds and do not currently have a wound card, you may elect to take wounds on the [[Bleeding from the Eyeballs]] wound track as a means to streamline your roleplaying.&lt;br /&gt;
&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 {{gloss|OC}} information.&lt;br /&gt;
&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 {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1649</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1649"/>
		<updated>2015-02-24T15:39:14Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* COMPEL N (One complete command) */&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&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 {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are a {{gloss|participant}} in a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&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 [[armour]], lose all {{gloss|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;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) &#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
{{pedant-box|&lt;br /&gt;
*Don&#039;t bounce your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Don&#039;t deliberately target DISARMed items where you have other valid targets. Nobody is going to fall over from you hitting the wand that&#039;s on a three foot cord behind them. &lt;br /&gt;
}}&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;
&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. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&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. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &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 {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&lt;br /&gt;
If you choose to take wounds and do not currently have a wound card, you may elect to take wounds on the [[Bleeding from the Eyeballs]] wound track as a means to streamline your roleplaying.&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 {{gloss|OC}} information.&lt;br /&gt;
&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 {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1645</id>
		<title>Prof:Talismancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Talismancy&amp;diff=1645"/>
		<updated>2015-02-17T15:01:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Hegemony|Hegemony]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Petty Talismancy{{ref}}|&lt;br /&gt;
Create a {{gloss|talisman}} that stores any {{gloss|spell}} or {{gloss|strike}} costing 2 or fewer {{gloss|stamina}}. This {{gloss|ritual}} requires an appropriate item as detailed [[Magical_Items#Talismans|here]] and the appropriate {{gloss|spell}}/{{gloss|strike}} being used on the item by one of the {{gloss|participants}}. The target of this {{gloss|ritual}} is both the item being turned into a {{gloss|talisman}} and the {{gloss|participant}} providing the skill. Adding more {{gloss|participants}} lets you create more {{gloss|talismans}} of the same type at once. You can create an additional {{gloss|talisman}} for every 2 extra {{gloss|participants}}, {{gloss|participants}} that know the skill being used count double but become targets of the {{gloss|ritual}}. Creating a {{gloss|talisman}} can only be done at a workshop in {{gloss|downtime}} or at the {{gloss|portal}}.&lt;br /&gt;
&lt;br /&gt;
Making a {{gloss|talisman}} costs:&lt;br /&gt;
* Lv1: 24 {{gloss|Ducatto}}&lt;br /&gt;
* Lv2: 32 {{gloss|Ducatto}}}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Salvage{{ref}}|&lt;br /&gt;
Break down an existing {{gloss|magical item}} into valuable spare parts. Needs 1 {{gloss|participant}} per level of the item. Must be done at a {{gloss|portal}}. Requires a bead draw. White gives 25% of the value, Black 75%, Red gives nothing and the {{gloss|leader}} takes a {{gloss|wound}} as the item explodes.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Artifice{{ref}}|&lt;br /&gt;
Make and recharge a piece of {{gloss|magic equipment}} that replicates a single L1 or 2 profession or combat {{gloss|skill}} other than Talismancy. One {{gloss|participant}} must know the {{gloss|skill}} you are creating equipment for. The targets are an object to be empowered and at least one {{gloss|participant}} that is providing the skill.&lt;br /&gt;
*L1 Item: 40 {{gloss|Ducatto}} to create, 32 to recharge. &lt;br /&gt;
*L2 Item: 80 {{gloss|Ducatto}} to create, 64 to recharge.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Custom Job{{ref}}|&lt;br /&gt;
Each week you may make or recharge a single piece of {{gloss|magic equipment}} that only works for yourself. This costs 0 {{gloss|Ducatto}} and otherwise works the same as &#039;&#039;Artifice&#039;&#039;, with the same restrictions. This may be performed in uptime, the same as any Ritual.}}  &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Greater Talismancy{{ref}}|&lt;br /&gt;
As &#039;&#039;Petty Talismancy&#039;&#039; but for a {{gloss|spell}} or {{gloss|strike}} costing 3 or fewer {{gloss|stamina}}. This costs 56 {{gloss|Ducatto}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Efficiency|&lt;br /&gt;
You may use an extra {{gloss|talisman}} per day.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Masterpiece {{ref}}|&lt;br /&gt;
You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}. You may only have one of these in existence, creating a second one destroys the first.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Attunement|&lt;br /&gt;
Perform this {{gloss|ritual}} with someone who knows the {{gloss|skill}} you want your {{gloss|personal magical device}} to copy. Your {{gloss|personal magical device}} now holds that {{gloss|skill}} for you. You may only update your device once a week.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Talismancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Prototype{{ref}}|&lt;br /&gt;
Can attempt to create novel {{gloss|magic equipment}} or {{gloss|talismans}} with effects similar to known {{gloss|skills}} or entirely novel functions. Expense may vary.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1644</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1644"/>
		<updated>2015-02-17T14:57:03Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;28&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1639</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=1639"/>
		<updated>2015-02-11T11:36:04Z</updated>

		<summary type="html">&lt;p&gt;Hark: &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;
*You may make a maximum of one call (this includes an implied SINGLE) per second against a given opponent. If a single opponent strikes you more than once a second you take only one of these blows. This does not prevent you taking multiple calls from multiple opponents simultaneously.&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. 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;
&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;
* [[Disguises]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1638</id>
		<title>Prof:Healing</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1638"/>
		<updated>2015-02-11T11:34:24Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of uninterrupted roleplay, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with appropriate roleplay, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of obvious investigation, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of roleplay you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with appropriate roleplay.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with an appropriate amount of roleplay.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove a number of {{gloss|wound}} levels from a patient with an appropriate amount of roleplay. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of examining and poking a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1637</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1637"/>
		<updated>2015-02-09T13:53:10Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;27&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1630</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1630"/>
		<updated>2015-02-02T16:05:12Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Recent Updates: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=No Flag, No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
[[File:TexasRuins2.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Containment Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&lt;br /&gt;
Your PC is sufficiently trusted to be allowed unrestricted access during these times. The Delegations number a couple of hundred people from each Faction, and the Portal Camp contains roughly double that number of Guild professionals, sailors, fortune-seekers and so on. &lt;br /&gt;
&lt;br /&gt;
You will get personal objectives sent to you from your factions, and completing these will put you in better standing and potentially get you more resources or responsibility. &lt;br /&gt;
&lt;br /&gt;
You have been authorised to contact any settlements found on Mat Sellah and given an allowance for bribes, supplies, etc. Do well, and prestige and fortune will be yours. Fail, and at best you’ll get a cramped ride back on the next cargo ship...&lt;br /&gt;
&lt;br /&gt;
The year is 615 Post-Collapse, and the treasures of Mat Sellah are yours for the taking.&lt;br /&gt;
&lt;br /&gt;
If you are interested in the game, please come along to one of our Interactives or Linears, or contact the Refs at larp-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
=== Starting XP ===&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP.&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&lt;br /&gt;
*Various updates as detailed in the first rules review email.&lt;br /&gt;
*We have updated the section on  [[Magic_and_the_Supernatural#Sacrifice|Sacrifice]] with how it is believed to work IC. This was on the original Manual but was late in being transferred to the wiki.&lt;br /&gt;
*We have clarified the use of Biomancy and other disguise methods in uptime on the page [[Disguises]].&lt;br /&gt;
*Necromancy and Corpus have been updated with further information on the valid targets for each. Corpus simply requires a body. Necromancy requires the body of a sentient creature. &lt;br /&gt;
&lt;br /&gt;
[[Rules_Updates| Full rules change list is here]]. &lt;br /&gt;
&lt;br /&gt;
We will keep the most recent updates on the front page.&lt;br /&gt;
&lt;br /&gt;
Please email feedback to [mailto:larp-feedback@srcf.net larp-feedback@srcf.net]. We will be reviewing the rules after the first term and may make changes over the Christmas break. We will not make any major changes before then unless there is a clear game balance issue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The_Factions|The Factions]]&lt;br /&gt;
* [[The_Portal_Camp|The Portal Camp]]&lt;br /&gt;
* [[The_World|The World]]&lt;br /&gt;
* [[Magic_and_the_Supernatural|Magic and the Supernatural]]&lt;br /&gt;
* [[Faction Regulation|The Law]]&lt;br /&gt;
* [[Outlaw Groups]]&lt;br /&gt;
* [[Money and Trade]]&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[General_Rules|General Rules]]&lt;br /&gt;
* [[Calls|Calls]]&lt;br /&gt;
* [[Skills|Skills]]&lt;br /&gt;
* [[Character_Creation_Mechanics|Character Creation Mechanics]]&lt;br /&gt;
* [[Downtime]]&lt;br /&gt;
*[[Rules_Updates| Rules Updates]]&lt;br /&gt;
|&lt;br /&gt;
* [[How_to_Create_a_Character|How to Create a Character]]&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
*[[Design_Notes|Design Notes]]&lt;br /&gt;
*[[Monstering]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Rules_Updates&amp;diff=1629</id>
		<title>Rules Updates</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Rules_Updates&amp;diff=1629"/>
		<updated>2015-02-02T16:04:45Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Change the stamina costs of Heavy Armour&lt;br /&gt;
*Add the NOTHING call to the system&lt;br /&gt;
*Healing 3 rebalancing:&lt;br /&gt;
*Necromancy rebalancing:&lt;br /&gt;
**Necromancy revenants now have a 30s bleed time, during which they are dying.&lt;br /&gt;
**The ritual Extended Service moves from necromancy 2 to necromancy 1.&lt;br /&gt;
**Necromancy 2 gains the ability - Retention of Service:&lt;br /&gt;
**Necromancy 4 replaced&lt;br /&gt;
**Necromancy 3 wording updated&lt;br /&gt;
*Force 5 has been unlocked. You may now buy it on your PCs.&lt;br /&gt;
*[[Prof:Transmutation|Transmutation]] 3: Destruction has been updated for clarity. It grants one use of MAGIC TRIPLE KNOCKBACK, plus one per additional Participant. it does not give unlimited calls. &lt;br /&gt;
*[[Character_Creation_Mechanics#Buying_New_Skills|Starting XP]] for new characters has been simplified.&lt;br /&gt;
*Orisons from the Transmutation skill clarified.&lt;br /&gt;
**You get all the examples which are appropriate to your Paradigm. You may research more as a [[Downtime|Major Action]].&lt;br /&gt;
**Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.&lt;br /&gt;
* IC rules for trials have been altered to replace Trial By Combat with a voting mechanism.&lt;br /&gt;
* Rules for the &#039;&#039;Catch Breath&#039;&#039; ability have been changed. [[General_Rules#Player_Character_Specifics|See here]]&lt;br /&gt;
*Improvised Rituals have been clarified. You may not perform these in Downtime and you may only lead one per day. &lt;br /&gt;
*Armour has been clarified. A character never gains current hits by putting on armour. If they have lost hits and remove armour they drop to 1 Hit.&lt;br /&gt;
*Orisons from the Transmutation skill clarified.&lt;br /&gt;
**You get all the examples which are appropriate to your Paradigm. You may research more as a [[Downtime|Major Action]].&lt;br /&gt;
**Ease Pain has been removed. If you want to remove pain, use an Anaesthetic from Psychomancy, if you want to remove the painful part of a Wound, use Healing abilities.&lt;br /&gt;
*Starting XP for new characters has been simplified.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1628</id>
		<title>Prof:Necromancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1628"/>
		<updated>2015-02-02T16:03:13Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Aspirant|Aspirant Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tree is mostly concerned with the creation and manipulation of {{gloss|revenants}}, see [[Revenant]] for the rules for  {{gloss|revenants}}. All skills on this tree require a mostly-complete adult corpse of a sentient species. Anything else has insufficient complexity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Reanimate|&lt;br /&gt;
By performing a 30 second {{gloss|ritual}} on a deceased body, you make it rise as a {{gloss|revenant}} for around 10 minutes.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Extended Service|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you may extend the lifespan of a {{gloss|revenant}} by N days.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|By Our Command|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you can upgrade your {{gloss|revenant}} with either +N {{gloss|hits}} or the capability to perform complex tasks. A {{gloss|revenant}} may only have one of these upgrades.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Retention of Service|&lt;br /&gt;
By 10s of {{gloss|appropriate roleplay}} to a dying {{gloss|revenant}} you may call {{call|CURE}} 1 on the target {{gloss|revenant}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|As You Were Before|&lt;br /&gt;
Given 30 seconds of appropriate roleplay in a non-stressful situation, you may restore any {{gloss|revenants}} within touch range to full {{gloss|hits}} and repair any of their locations ruined by {{call|CRUSH}}. This costs 3 {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Aspire to More|&lt;br /&gt;
By performing a {{gloss|ritual}} targeting a single {{gloss|revenant}} you may add one of the following upgrades for each two {{gloss|participants}} you have in the {{gloss|ritual}}: (2 calls of {{call|STRIKEDOWN}}, 4 calls of {{call|KNOCKBACK}}, use polearm, use shield). The sets of calls are recharged by use of Necromancy 3 - As you were before.}} &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Unfettered Ambition{{ref}}|&lt;br /&gt;
You can experiment with giving {{gloss|revenants}} other powers and will be given a good idea of what is and is not possible.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1627</id>
		<title>Prof:Necromancy</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Necromancy&amp;diff=1627"/>
		<updated>2015-02-02T16:03:02Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Aspirant|Aspirant Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tree is mostly concerned with the creation and manipulation of {{gloss|revenants}}, see [[Revenant]] for the rules for  {{gloss|revenants}}. All skills on this tree require a mostly-complete adult corpse of a sentient species. Anything else has insufficient complexity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Reanimate|&lt;br /&gt;
By performing a 30 second {{gloss|ritual}} on a deceased body, you make it rise as a {{gloss|revenant}} for around 10 minutes.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Extended Service|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you may extend the lifespan of a {{gloss|revenant}} by N days.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|By Our Command|&lt;br /&gt;
By performing a {{gloss|ritual}} with N other people, you can upgrade your {{gloss|revenant}} with either +N {{gloss|hits}} or the capability to perform complex tasks. A {{gloss|revenant}} may only have one of these upgrades.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Retention of Service|&lt;br /&gt;
By 10s of {{gloss|appropriate roleplay}} to a dying {{gloss|revenant}} you may call {{call|CURE}} 1 on the target {{gloss|revenant}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|As You Were Before|&lt;br /&gt;
Given 30 seconds of appropriate roleplay in a non-stressful situation, you may restore any {{gloss|revenants}} within touch range to full {{gloss|hits}} and repair any of their locations ruined by {{call|CRUSH}}. This costs 3 {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Aspire to More|&lt;br /&gt;
By performing a {{gloss|ritual}} targeting a single {{gloss|revenant}} you may add one of the following upgrades for each two {{gloss|participants}} you have in the {{gloss|ritual}}: (2 calls of {{call|STRIKEDOWN}}, 4 calls of {{call|KNOCKBACK}}, use polearm, use shield). The sets of calls are recharged by use of Necromancy 3 - As you were before.}} &lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Necromancy 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Unfettered Ambition{{ref}}|&lt;br /&gt;
You can experiment with giving {{gloss|revenants}} other powers and will be given a good idea of what is and is not possible.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Revenant&amp;diff=1626</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Revenant&amp;diff=1626"/>
		<updated>2015-02-02T16:00:04Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Revenants are mobile bodies that are created by either the [[Prof:Necromancy|Necromancy]] {{gloss|profession}} tree or the [[Skills:Corpus|Corpus]] {{gloss|mystic}} tree.&lt;br /&gt;
&lt;br /&gt;
== All Revenants ==&lt;br /&gt;
All {{gloss|revenants}} have the following properties:&lt;br /&gt;
* They are roleplayed as juddering bodies.&lt;br /&gt;
* A character may control up to two {{gloss|revenants}} at a time.&lt;br /&gt;
* You cannot {{gloss|reanimate}} the same body twice.&lt;br /&gt;
* {{gloss|Revenants}} don’t regenerate {{gloss|hits}} and can’t be healed by anything but [[Prof:Necromancy|Necromancy]] 3.&lt;br /&gt;
* {{gloss|Revenants}} are immune to {{call|COMPEL}} or any other mental effect.&lt;br /&gt;
* {{gloss|Revenants}} can imply {{call|SINGLE}} with a one-handed weapon.&lt;br /&gt;
* Multiple masters tend to interfere with the control signals of {{gloss|revenants}}. It’s a bad idea to keep your {{gloss|revenants}} near {{gloss|revenants}} controlled by another character, as they behave unpredictably or may spontaneously deanimate.&lt;br /&gt;
* {{gloss|Revenants}} tend to deanimate near the {{gloss|Portal}}. A 5 minute exposure, or two shorter exposures in one day will cause most {{gloss|revenants}} to die.&lt;br /&gt;
&lt;br /&gt;
== Corpus Revenants ==&lt;br /&gt;
*{{gloss|Revenants}} created by the [[Skills:Corpus|Corpus]] skills die at their next {{call|REFRESH}}.&lt;br /&gt;
*When they reach 0 hits they are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Necromancy Revenants ==&lt;br /&gt;
{{gloss|Revenants}} created by the [[Prof:Necromancy|Necromancy]] skills have the following extra properties:&lt;br /&gt;
* They will obey the orders of their creator and anyone who participated in an upgrade {{gloss|ritual}} on them.&lt;br /&gt;
* They have 1 {{gloss|hit}} by default.&lt;br /&gt;
* When they reach 0 hits they begin bleeding, they bleed for 30s after which they are destroyed. While bleeding they are dying and can take no actions. If they are healed during this time by necromancy skills they stop bleeding.&lt;br /&gt;
* {{gloss|Revenants}} can be optimised either for combat strength or for a semblance of intelligence and the ability to perform complex tasks. &lt;br /&gt;
** “Worker” {{gloss|revenants}} are of little use in combat, but it is possible to command gangs of them.&lt;br /&gt;
** “Warrior” {{gloss|revenants}} either need to be bound to a specific place or patrol route as guards, “recharged” regularly, or used as expendable troops with a lifespan of mere minutes. &lt;br /&gt;
&lt;br /&gt;
Strangers are known to have ways of making {{gloss|revenants}} which have various degrees of memory and personality. The means is uncertain, and Explorer’s church considers these to be utterly abominable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1625</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1625"/>
		<updated>2015-02-02T15:07:47Z</updated>

		<summary type="html">&lt;p&gt;Hark: Undo revision 1624 by Hark (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|KNOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Support the Cause|&lt;br /&gt;
You may attempt a {{gloss|ritual}} to cement a pre-existing goal in the mind of a willing {{gloss|participant}} This is a strength 4 {{gloss|effect}} and does not stack with itself. Your character is unwilling to act against the goal until the {{gloss|effect}} is removed. If they do, the {{gloss|effect}} becomes a strength 10 {{call|COMPEL}}. Adding {{gloss|participants}} will increase the duration of this {{gloss|effect}}.&lt;br /&gt;
If a {{call|COMPEL}} would force you to go directly against this goal, it will fail. For example, you could be prevented from attacking a target’s underling’s by a {{call|COMPEL}}, but not the enemy you swore to defeat. &lt;br /&gt;
&lt;br /&gt;
Available Goals:&lt;br /&gt;
* Protect this character&lt;br /&gt;
* Reach this location&lt;br /&gt;
* Defeat this character&lt;br /&gt;
* Retrieve this item&lt;br /&gt;
Others at Ref discretion.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 5 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1624</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1624"/>
		<updated>2015-02-02T14:45:13Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|KNOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Support the Cause|&lt;br /&gt;
You may attempt a {{gloss|ritual}} to cement a pre-existing goal in the mind of a willing {{gloss|participant}} This is a strength 4 {{gloss|effect}} and does not stack with itself. Your character is unwilling to act against the goal until the {{gloss|effect}} is removed. If they do, the {{gloss|effect}} becomes a strength 10 {{call|COMPEL}}. Adding {{gloss|participants}} will increase the duration of this {{gloss|effect}}.&lt;br /&gt;
If a {{call|COMPEL}} would force you to go directly against this goal, it will fail. For example, you could be prevented from attacking a target’s underling’s by a {{call|COMPEL}}, but not the enemy you swore to defeat. &lt;br /&gt;
&lt;br /&gt;
Available Goals:&lt;br /&gt;
* Protect this character&lt;br /&gt;
* Reach this location&lt;br /&gt;
* Defeat this character&lt;br /&gt;
* Retrieve this item&lt;br /&gt;
Others at Ref discretion.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 30 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1623</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1623"/>
		<updated>2015-02-02T14:44:48Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ability ===&lt;br /&gt;
{{id|ability}}&lt;br /&gt;
Abilities are things that a single {{gloss|character}} can do. They will state how long they take and if you need to spend {{gloss|stamina}} to use them. They all require {{gloss|appropriate roleplaying}}.&lt;br /&gt;
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&lt;br /&gt;
=== Armour ===&lt;br /&gt;
{{id|armour}}&lt;br /&gt;
Armour refers to protective equipment made from padded cloth, leather or metal. Any {{gloss|character}} can gain 2 {{gloss|hits}} by wearing any armour that covers their torso (we call this an Armoured Vest). {{gloss|Characters}} that have bought the [[Combat_Skills|Armour]] skill can benefit from heavier types of armour. [[Armour|Read more..]]&lt;br /&gt;
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===Attunement===&lt;br /&gt;
{{id|attuned}}{{id|attune}}{{id|attunement}}&lt;br /&gt;
A character may {{gloss|attune}} to a piece of Magical Equipment by keeping it with them overnight. They may only be {{gloss|attuned}} to one piece of Magical Equipment at once. They may not use Magical Equipment they are not attuned to.&lt;br /&gt;
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===Appropriate Roleplaying===&lt;br /&gt;
{{id|appropriate roleplaying}}&lt;br /&gt;
Some skills require this. It means you should act out some sort of procedure that is appropriate to what you are trying to do and how your character would accomplish it. For example [[Prof:Healing|Healing]] can be performed by bandages, magical alignment of crystals or stirring motivational speeches.&lt;br /&gt;
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=== Bleed Time/Bleed Count ===&lt;br /&gt;
{{id|Bleed Time}}&lt;br /&gt;
Bleed time and bleed count both refer to the time a {{gloss|character}} must spend {{gloss|dying}} before becoming {{gloss|terminal}}. Some {{gloss|rituals}} and {{gloss|wounds}} can change this for the better or worse.&lt;br /&gt;
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=== Call ===&lt;br /&gt;
A call is a sequence of words that has a special meaning in the game rules. Please see the [[Calls|calls]] section of the website, where the calls are defined; it is important that a {{gloss|player}} knows how to react to at least the damage calls and simple effect calls.&lt;br /&gt;
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=== Character (PC) ===&lt;br /&gt;
{{id|Character}}{{id|PC}}{{id|character}}&lt;br /&gt;
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.&lt;br /&gt;
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=== Curative Herbs ===&lt;br /&gt;
Used to fuel the [[Prof:Healing|healing]] 3 ability &amp;quot;The Doctor is In&amp;quot;, 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.&lt;br /&gt;
 &lt;br /&gt;
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=== Downtime ===&lt;br /&gt;
Downtime is the time that elapses in the gameworld between {{gloss|interactives}}. As well as any {{gloss|roleplaying}} that occurs during this time, it is possible to perform certain actions. For more info see [[Downtime]].&lt;br /&gt;
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&lt;br /&gt;
===Drug===&lt;br /&gt;
{{id|drug}}{{id|drugs}}&lt;br /&gt;
A [[Emotions_and_Drugs|drug]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}. &lt;br /&gt;
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===Ducatto===&lt;br /&gt;
{{id|ducatto}}&lt;br /&gt;
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.&lt;br /&gt;
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=== Dying ===&lt;br /&gt;
{{id|dying}}&lt;br /&gt;
A {{gloss|character}} is dying if they have lost all of their hits. They can take no {{gloss|IC}} action other than talking/yelling, they also cannot resist any action done to them. A {{gloss|character}} ceases dying if they regain {{gloss|hits}}. After 120 seconds dying a {{gloss|character}} becomes {{gloss|terminal}}. [[General_Rules#Dying|Read more...]]&lt;br /&gt;
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=== Effect ===&lt;br /&gt;
{{id|Effects}}&lt;br /&gt;
A magical presence on a character, object or area. Effects may be detected with the [[Prof:Knowledge|Knowledge]] L1 Ability &amp;quot;Explorer&#039;s Gaze&amp;quot;. Unless otherwise stated, lasts until midnight.&lt;br /&gt;
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&lt;br /&gt;
===Emotion===&lt;br /&gt;
{{id|emotion}}&lt;br /&gt;
A [[Emotions_and_Drugs|Emotion]] Effect is a specific mental effect usually created with the [[Prof:Psychomancy|Psychomancy]] {{gloss|skill}}. &lt;br /&gt;
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=== Encounter ===&lt;br /&gt;
The time between calls of REFRESH.&lt;br /&gt;
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=== Enhancement ===&lt;br /&gt;
An Effect which may be expended with 5 seconds of {{gloss|appropriate roleplaying}} to cause something to happen.&lt;br /&gt;
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&lt;br /&gt;
===Execute===&lt;br /&gt;
{{id|execute}}{{id|executed}}{{id|Executed}}&lt;br /&gt;
To kill an {{gloss|unresisting}} character with 10 seconds of {{gloss|appropriate roleplaying}}. Your character must be armed to do this.&lt;br /&gt;
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&lt;br /&gt;
===Focus===&lt;br /&gt;
{{id|focus}}&lt;br /&gt;
A {{gloss|focus}} is an item relating to the user&#039;s {{gloss|Paradigm}} and used to channel {{gloss|Spells}}. A holy symbol for a priest, a candle for a pyromancer, a crystal for an arcane meddler. &lt;br /&gt;
&lt;br /&gt;
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&#039;s fist.&lt;br /&gt;
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=== God ===&lt;br /&gt;
See the [[The_Factions#The_Churches|churches]] and the [[Magic_and_the_Supernatural#Gods|gods]] pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Group===&lt;br /&gt;
{{id|group}}&lt;br /&gt;
A number of people who have all been the target of a [[Prof:Will|Will]] 2 Ritual. They may choose to ignore each other&#039;s {{call|MASS}} and {{call|WIDE}} calls provided that they can see the person making the call.&lt;br /&gt;
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=== Hit ===&lt;br /&gt;
{{id|Hits}}&lt;br /&gt;
{{id|hits}}&lt;br /&gt;
{{id|hit}}&lt;br /&gt;
Hits, or hit points, represent the amount of physical punishment someone or something can take before becoming {{gloss|dying}}. {{gloss|Characters}} may gain more hits by purchasing the [[Combat_Skills|Health]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IC ===&lt;br /&gt;
In Character. Anything which would be perceptible to anyone in the world of No Flag No Country under any circumstances. Whenever you are pretending to be your {{gloss|character}}, you are IC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Instantaneous===&lt;br /&gt;
This effect may be cast using the words BY MY POWER, followed by the target and the call for the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interactive ===&lt;br /&gt;
{{id|interactive}}{{id|interactives}}{{id|Interactives}}&lt;br /&gt;
A session of the game held in the [[The_Portal_Camp|Portal Camp]]. The Portal Camp is represented by whatever room the Society has booked that week. Interactives are held on Friday evenings, usually at 7.30pm. In Interactives, your {{gloss|PC}}s stay in a building in the Camp and the events come to them.&lt;br /&gt;
&lt;br /&gt;
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===Leader===&lt;br /&gt;
{{id|leader}}&lt;br /&gt;
The person in charge of the {{gloss|ritual}}. &lt;br /&gt;
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=== Linear ===&lt;br /&gt;
A type of adventure where the {{gloss|encounters}} are laid out along a set route which the {{gloss|characters}} follow. Usually an {{gloss|NPC}} &amp;quot;character ref&amp;quot; accompanies them as a member of the {{gloss|character party}} to ensure they don&#039;t stray off course by accident or design.&lt;br /&gt;
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===Magical Item===&lt;br /&gt;
{{id|Magical item}}&lt;br /&gt;
An object with a &#039;&#039;&#039;blue ribbon&#039;&#039;&#039; on it is a {{gloss|Magical Item}}.This may be a focus, a one-use Talisman or a piece of Magical Equipment. You can see what a Talisman does by inspecting it (reading the card or ribbon on it). You can work out what Equipment does by attuning to it overnight or using the Knowledge 2 {{gloss|Skill}}. [[Magical_Items|Read more...]]&lt;br /&gt;
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===Magical Equipment===&lt;br /&gt;
{{id|Magical equipment}}{{id|magical equipment}}&lt;br /&gt;
An item that is supernaturally enhanced to give a character temporary access to a Combat or Profession skill they do not already have. A character must {{gloss|attune}} to a piece of {{gloss|magical equipment}} to use it and may not use more than one at a time. {{gloss|Magical equipment}} must be recharged once a week using [[Prof:Talismancy|Talismancy]], at a cost in {{gloss|Ducatto}}.&lt;br /&gt;
&lt;br /&gt;
Magical equipment must be carried on your person in order to grant the skill&lt;br /&gt;
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=== OOC (OC) ===&lt;br /&gt;
{{id|OOC}}{{id|OC}}&lt;br /&gt;
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.&lt;br /&gt;
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===Paradigm===&lt;br /&gt;
A belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. For example &amp;quot;My faith in the Aspirant lets me Smite the Unbeliever&amp;quot; &amp;quot;Using the power of Alchemy I can transform these base elements&amp;quot; &amp;quot;I am a wizard and I am going to throw fireballs LIKE A WIZARD&amp;quot;.&lt;br /&gt;
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===Participant===&lt;br /&gt;
{{id|participant}}{{id|Participants}}{{id|participants}}&lt;br /&gt;
Any character who is spending 2 Stamina in order to enhance the output of a ritual. They must participate in {{gloss|appropriate roleplaying}} that fits the style of Ritual that the Leader is performing.&lt;br /&gt;
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===Personal Magical Device===&lt;br /&gt;
{{id|personal magical device}}{{id|Personal magical device}}&lt;br /&gt;
A special piece of {{gloss|magical equipment}} that is permanently {{gloss|attuned}} to a given PC, can have the skill it grants changed and is free to recharge. It does not use up the {{gloss|character&#039;s}} single {{gloss|attunement}}.&lt;br /&gt;
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===Physrep===&lt;br /&gt;
{{id|physrep}}&lt;br /&gt;
A physical representation of an object (these are called &amp;quot;props&amp;quot; in the theatre). Debate exists over whether all props and costume are technically phys-reps, or only &amp;quot;pretend&amp;quot; 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 &amp;quot;representation&amp;quot; or an actual suit of chain? Regardless of the outcome of this debate, they are all referred to as phys-reps. Communally-owned phys-reps are often stored in an {{gloss|armoury}}, even if they aren&#039;t weapons.&lt;br /&gt;
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===Portal===&lt;br /&gt;
{{id|portal}}&lt;br /&gt;
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.&lt;br /&gt;
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===Racial Physrep===&lt;br /&gt;
{{id|racial physrep}}&lt;br /&gt;
A thing that marks you out as a given species {{gloss|IC}}. These are pointed ears or a bandana and clan markings for Alfar, or scales in a stony or metallic colour on the face for Ozgur.&lt;br /&gt;
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=== Reanimate ===&lt;br /&gt;
Reanimation: Brief the target “You are now a {{gloss|revenant}} for this {{gloss|encounter}}. You have X {{gloss|hits}}. Mindlessly attack the first target I command.”. Where X is determined by the {{gloss|skill}} you used to reanimate the target.&lt;br /&gt;
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=== Ref ===&lt;br /&gt;
The Ref Team run the NFNC system; they try to provide all the relevant bits of the world not provided by {{gloss|characters}}. They can usually be identified by the high-viz jackets they wear while {{gloss|OOC}}.&lt;br /&gt;
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=== Revenant ===&lt;br /&gt;
{{id|Revenants}}{{id|revenants}}{{id|revenant}}&lt;br /&gt;
Revenants are mobile bodies that are created by either the [[Prof:Necromancy|Necromancy]] {{gloss|profession}} tree or the [[Skills:Corpus|Corpus]] {{gloss|mystic}} tree. For more information see [[Revenant]].&lt;br /&gt;
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=== Ritual ===&lt;br /&gt;
{{id|Rituals}}&lt;br /&gt;
An complex effort to exert your will on the world via spending Stamina. Every {{gloss|participant}} spends 2 Stamina to take part. The leader of the ritual controls the effect and other participants should join in with their form of roleplay to reinforce the Paradigm.&lt;br /&gt;
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===Ritual Anchor===&lt;br /&gt;
{{id|ritual anchor}}&lt;br /&gt;
A special {{gloss|talisman}} that must be a bulky item the approximate size of a backpack. It stores they effect of a ritual and can be activated by a single PC with 30 seconds of {{gloss|appropriate roleplaying}}&lt;br /&gt;
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=== Rule 7 ===&lt;br /&gt;
Do Not Take The Piss. Rule 7 is the foundation of all interpretations of edge cases of the rules.&lt;br /&gt;
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=== Skill ===&lt;br /&gt;
{{id|Skill}} {{id|Skills}} {{id|skill}} {{id|skills}}&lt;br /&gt;
Skills let your {{gloss|PC}} do new things. You buy new skills with {{gloss|XP}}. Skills come as Combat Skills that give you access to new weapons or more Hits or Stamina, Mystic Skills that let you make new calls in a fight, or Profession Skills that give access to more general-use [[Abilities]] and [[Rituals]].&lt;br /&gt;
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=== Stamina ===&lt;br /&gt;
{{id|stamina}}&lt;br /&gt;
Your {{gloss|character}}&#039;s stored energy that lets them perform supernatural abilities.&lt;br /&gt;
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=== Strike ===&lt;br /&gt;
{{id|Strikes}}&lt;br /&gt;
{{id|strike}}&lt;br /&gt;
{{id|strikes}}&lt;br /&gt;
A supernaturally powerful blow, must be roleplayed and costs some {{gloss|stamina}}. [[Spells_and_Strikes|Read more...]]&lt;br /&gt;
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=== Spell ===&lt;br /&gt;
{{id|Spells}}&lt;br /&gt;
{{id|spell}}&lt;br /&gt;
An ability channeled through a {{gloss|Focus}} that allows you to affect a target. Most Spells have a 10m range, some require you be close enough to touch the target at the end of the roleplay. By default, {{gloss|Spells}} take at least 5 seconds of appropriate roleplay including speaking, chanting or shouting. Some may be cast with the words BY MY POWER followed by the spell effect. These spells are noted as &amp;quot;{{gloss|instantaneous}}&amp;quot;. [[Spells_and_Strikes|Read more...]]&lt;br /&gt;
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=== Stressful situation ===&lt;br /&gt;
{{id|stressful situation}}&lt;br /&gt;
{{id|stressful}}&lt;br /&gt;
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.&lt;br /&gt;
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=== Talisman ===&lt;br /&gt;
A single-use device that your {{gloss|character}} may expend to perform a single {{gloss|spell}} or {{gloss|strike}}. Up to 3 Talismans may be bound within the same object. For example a large potion bottle could contain 3 CURE 3 talismans. [[Magical_Items#Talismans|Read more...]]&lt;br /&gt;
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=== Terminal ===&lt;br /&gt;
{{id|terminal}}&lt;br /&gt;
When a {{gloss|character}} becomes {{gloss|terminal}} nothing more can save them. The {{gloss|player}} can choose when the {{gloss|character}} dies, though no longer than the end of the next {{gloss|interactive}}. [[General_Rules#Terminal|Read more...]]&lt;br /&gt;
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===Totem===&lt;br /&gt;
{{id|totem}}&lt;br /&gt;
An item that causes a {{gloss|drug}} or {{gloss|emotion}} when you read or consume it. Should be {{gloss|physrep}}ped by a sealed note or container.&lt;br /&gt;
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===Touch===&lt;br /&gt;
{{id|touch}}&lt;br /&gt;
A {{gloss|spell}} that has touch range can only be successfully cast on a target if you are touching them at the completion of your {{gloss|appropriate roleplay}}. [[Spells_and_Strikes#Spells|Read more...]]&lt;br /&gt;
 &lt;br /&gt;
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===Unresisting===&lt;br /&gt;
{{id|unresisting}}&lt;br /&gt;
A character that is either {{gloss|Dying}} or chooses not to roleplay resistance to an action taken against them that would otherwise succeed, for example an execution attempt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
{{id|valuable}}&lt;br /&gt;
Some items are {{gloss|valuable}}, and worth looting. To save players filling their bags with every physrep they see, Valuable items will be marked with a &#039;&#039;&#039;yellow ribbon&#039;&#039;&#039;. Characters with the [[Prof:Trade|Trade]] 3 {{gloss|Skill}} can determine the value of these items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wound ===&lt;br /&gt;
{{id|Wounds}}&lt;br /&gt;
{{id|wound}}&lt;br /&gt;
Physical, mental or supernatural injuries that your character has suffered.  When your {{gloss|character}} becomes {{gloss|dying}}, they gain a Wound. Wounds may also be suffered as a consequence of {{gloss|IC}} actions. All Wounds may be suppressed or treated with the [[Prof:Healing|Healing]] Skill. &lt;br /&gt;
[[General_Rules#Wounds|Read more...]]&lt;br /&gt;
&lt;br /&gt;
=== Wound Card ===&lt;br /&gt;
{{id|Wound Cards}}&lt;br /&gt;
{{id|wound card}}&lt;br /&gt;
{{id|wounds cards}}&lt;br /&gt;
A card which records the different problems from the levels of {{gloss|Wounds}}. You suffer all roleplaying affects, and the most severe mechanical penalties, at or below the level of Wound you have received. By default, when you take a wound the {{gloss|ref}} will tell you to go one higher on this card.&lt;br /&gt;
&lt;br /&gt;
=== XP ===&lt;br /&gt;
Experience points are earned by adventuring and then spent on new {{gloss|skills}} for your {{gloss|character}} to reflect how their abilities improve over time. See [[Character_Creation_Mechanics|character creation]] for information on how fast a {{gloss|character}} gains XP, and how to spend it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1622</id>
		<title>Prof:Healing</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Healing&amp;diff=1622"/>
		<updated>2015-02-02T14:42:55Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This is not a Faction Skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Stitch-Up|&lt;br /&gt;
With 10 seconds of uninterrupted roleplay, during which the {{gloss|bleed count}} is paused, call {{call|CURE}} 1 to a {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
In a non-{{gloss|stressful situation}} with appropriate roleplay, you may heal all {{gloss|hits}} on an {{gloss|unresisting}} target and then call {{call|COMPEL}} 2: &amp;quot;You feel exhausted.&amp;quot; on that target.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Diagnose|&lt;br /&gt;
With 10 seconds of obvious investigation, may determine what sort of {{gloss|wound}} someone is suffering from or how many {{gloss|hits}} they have left.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Nurse|&lt;br /&gt;
With 2 min of roleplay you may suppress the effects up to 4 levels of {{gloss|wounds}}. You may divide this total up between multiple people. You must accompany the targets in order to keep suppressing their {{gloss|wounds}}. You may change whose {{gloss|wounds}} you are suppressing and by how much with 2 min of roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Splint|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal a {{gloss|CRUSH}} effect with appropriate roleplay.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Field Medic|&lt;br /&gt;
In a non-{{gloss|stressful situation}}, you may heal all {{gloss|hits}} on multiple characters with an appropriate amount of roleplay.}}&lt;br /&gt;
 &lt;br /&gt;
{{Ability|The Doctor is In|&lt;br /&gt;
In an appropriately equipped building (The {{gloss|interactive}} venue is always equipped for this) you may remove all {{gloss|wounds}} from a patient with an appropriate amount of roleplay. If the patient has {{gloss|stamina}}, it is reduced to 0. Each {{gloss|wound}} level healed using this skill requires one dose of {{gloss|Curative Herbs}}. How your PC applies or consumes these is down to your their Paradigm. Most equipped buildings will have a supply of these, you may also purchase them in Downtime or off the Guild of Surgeons for 4D each.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Field Healer|&lt;br /&gt;
Remove 1 {{gloss|wound}} from the target for each {{gloss|participant}} in this {{gloss|ritual}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Expert Care|&lt;br /&gt;
You may now suppress up to 8 levels of {{gloss|wounds}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Autopsy{{ref}}|&lt;br /&gt;
Given 30 seconds of examining and poking a body, you can ask a {{gloss|ref}} for a limited amount of information on what killed that body, and what abilities the body might have had. Very useful for unknown monsters.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Healing 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Master Healer{{ref}}|&lt;br /&gt;
Mixing {{gloss|rituals}} and anatomy, you are capable of bewildering feats of medicine. These can include transplants, removing all {{gloss|wounds}}, etc. If you have extra {{gloss|participants}}, they must all have the Healing skill and roleplay assisting with the procedure.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1621</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Calls&amp;diff=1621"/>
		<updated>2015-02-02T14:41:11Z</updated>

		<summary type="html">&lt;p&gt;Hark: &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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&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;
&lt;br /&gt;
====LOOSE &amp;lt;CALL&amp;gt; ====&lt;br /&gt;
This call indicates that you are too close to safely shoot but the character has shot you. Take the attached call. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MASS====&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====WIDE====&lt;br /&gt;
Affects anyone within a 10m radius. In the {{gloss|interactive}}, this hits everyone in the venue.&lt;br /&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 {{gloss|interactive}} venue, or the {{gloss|Linear}} site.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NOTHING ====&lt;br /&gt;
Ignore the melee blow that accompanies this for mechanical purposes. It does no damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SINGLE ====&lt;br /&gt;
Lose one {{gloss|hit}}. Does not need to be called, it is implied by melee blow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== TRIPLE ====&lt;br /&gt;
Lose 3 {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== MAGIC ====&lt;br /&gt;
In general, MAGIC has no additional effect. Against certain creatures, a MAGIC call will reduce or destroy their ability to call {{call|RESIST}} to blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== ENTANGLE ====&lt;br /&gt;
You must not move your feet except for safety reasons for 10 seconds. You are unaffected by {{call|KNOCKBACK}} during this time. Call {{call|RESIST}} to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DISRUPT ====&lt;br /&gt;
You cannot cast make {{gloss|strikes}} or cast {{gloss|spells}} other than {{call|BREAK}} for the next 10 seconds, You lose any {{gloss|spell}} you were in the process of casting. If you are a {{gloss|participant}} in a {{gloss|ritual}} this pauses the {{gloss|ritual}} until it wears off.&lt;br /&gt;
&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 [[armour]], lose all {{gloss|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;
&lt;br /&gt;
==== DISARM ====&lt;br /&gt;
Must strike the target’s arm if by weapon blow. Drop the the item you are holding with that hand or place it on the floor. If you cannot safely leave it on the ground (e.g. a shield strapped to the arm, wand on a wrist strap) &#039;&#039;it is unusable for the next 10 seconds&#039;&#039; and any hits to it count as a hit to your arm.&lt;br /&gt;
{{pedant-box|&lt;br /&gt;
*Don&#039;t bounce your focus on a strap like a yo-yo so it technically touches the ground. Pick it up. &lt;br /&gt;
*Don&#039;t deliberately target DISARMed items where you have other valid targets. Nobody is going to fall over from you hitting the wand that&#039;s on a three foot cord behind them. &lt;br /&gt;
}}&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;
&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. If you cannot or do not wish to step back, you must take a STRIKEDOWN.&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
==== CURE N ====&lt;br /&gt;
{{id|CURE}}&lt;br /&gt;
You are healed by N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== EFFECT N ====&lt;br /&gt;
{{id|EFFECT}}&lt;br /&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. The strength of the effect is equal to N.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====EXECUTE====&lt;br /&gt;
Your character is dead. Always requires a 10s of roleplay that may be interrupted. Only works if your character is {{gloss|unresisting}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMPEL N (One complete command) ==== &lt;br /&gt;
{{id|COMPEL}}&lt;br /&gt;
Unless otherwise stated, this lasts until the next {{call|REFRESH}} call.  &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 {{gloss|stamina}} to shake off the effect.&lt;br /&gt;
*Take N {{gloss|wounds}} to shake off the effect.&lt;br /&gt;
&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 {{gloss|OC}} information.&lt;br /&gt;
&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 {{call|RESIST}}ed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Armour&amp;diff=1620</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Armour&amp;diff=1620"/>
		<updated>2015-02-02T14:40:03Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Any character can wear an Armoured Vest.&lt;br /&gt;
*The [[Combat_Skills|Armour]] skill lets you wear heavier armours. &lt;br /&gt;
*Metal armour will lower a character’s {{gloss|stamina}}, if they have any. &lt;br /&gt;
*If you put armour on when your PC has lost hits, it does not increase your current hits, only your maximum hits.&lt;br /&gt;
*If you take armour off and your PC has lost hits, they are now on 1 Hit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Minimum Coverage&lt;br /&gt;
!Extra Hits &lt;br /&gt;
!Modifiers&lt;br /&gt;
!Skill Required&lt;br /&gt;
|-&lt;br /&gt;
|Armoured Vest&lt;br /&gt;
|Torso, leather or padded.&lt;br /&gt;
|2&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Light Armour&lt;br /&gt;
|Torso +1 location, leather or padded.&lt;br /&gt;
|3&lt;br /&gt;
|None&lt;br /&gt;
|Armour 1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|Torso only, {{gloss|physrep}} of metal armour.&lt;br /&gt;
|3&lt;br /&gt;
|1 {{call|CRUSH}} resist&lt;br /&gt;
&lt;br /&gt;
-1 {{gloss|Stamina}}&lt;br /&gt;
|Armour 1&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Armour&lt;br /&gt;
|Torso +1 location, {{gloss|physrep}} of metal armour.&lt;br /&gt;
|4&lt;br /&gt;
|1 {{call|CRUSH}} resist&lt;br /&gt;
&lt;br /&gt;
-1 {{gloss|Stamina}}&lt;br /&gt;
|Armour 2&lt;br /&gt;
|-&lt;br /&gt;
|Full Harness&lt;br /&gt;
|Torso +2 locations, {{gloss|physrep}} of metal armour&lt;br /&gt;
|5&lt;br /&gt;
|2 {{call|CRUSH}} resists&lt;br /&gt;
&lt;br /&gt;
-2 {{gloss|Stamina}}&lt;br /&gt;
|Armour 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Locations are at least half coverage of any two limbs, or or a helmet. For example Full plate could be a breastplate, two metal bracers (half your arms), and a helmet. Metal armour gives you {{call|RESIST}}s that you can use to ignore the {{call|CRUSH}} part of a call. So an arrow to the chest would still cause you to take 3 points of damage and knock you over, but would not {{call|CRUSH}} your chest. These {{call|RESIST}}s refresh at the same time as Stamina.&lt;br /&gt;
&lt;br /&gt;
Metal armour may be {{gloss|physrep}}ped by metal or by lighter-weight materials such as polyurethane &amp;quot;Norton plate&amp;quot;. The Refs have the final call on what counts as metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;For example, Sarah the Hegemony Soldier has Armour 3. In her full plate armour, which is metal and covers her torso, both arms and both legs, she would gain 5 {{gloss|hits}} as it can count as a full harness. &lt;br /&gt;
She doesn’t want to wear full battle armour at an Interactive. She wears leather chest armour and bracers instead. As this only qualifies for Light Armour she only gains 3 {{gloss|hits}}.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1617</id>
		<title>Template:StartingXP</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1617"/>
		<updated>2015-02-02T01:36:25Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;26&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Dispatch_Archive&amp;diff=1611</id>
		<title>Dispatch Archive</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Dispatch_Archive&amp;diff=1611"/>
		<updated>2015-01-30T14:55:19Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Term 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find an archive of past issues of the Dispatch.&lt;br /&gt;
= Year 1 =&lt;br /&gt;
== Term 1 ==&lt;br /&gt;
*[[Media:Dispatch_M14_1.pdf|Week 1]]&lt;br /&gt;
*[[Media:Dispatch_M14_2.pdf|Week 2]]&lt;br /&gt;
*[[Media:Dispatch_M14_3.pdf|Week 3]]&lt;br /&gt;
*[[Media:Dispatch_M14_4.pdf|Week 4]]&lt;br /&gt;
*[[Media:Dispatch_M14_5.pdf|Week 5]]&lt;br /&gt;
*[[Media:Dispatch_M14_6.pdf|Week 6]]&lt;br /&gt;
*[[Media:Dispatch_M14_7.pdf|Week 7]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_7.pdf&amp;diff=1610</id>
		<title>File:Dispatch M14 7.pdf</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_7.pdf&amp;diff=1610"/>
		<updated>2015-01-30T14:54:48Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_6.pdf&amp;diff=1609</id>
		<title>File:Dispatch M14 6.pdf</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_6.pdf&amp;diff=1609"/>
		<updated>2015-01-30T14:54:33Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_5.pdf&amp;diff=1608</id>
		<title>File:Dispatch M14 5.pdf</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_5.pdf&amp;diff=1608"/>
		<updated>2015-01-30T14:54:20Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_4.pdf&amp;diff=1607</id>
		<title>File:Dispatch M14 4.pdf</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=File:Dispatch_M14_4.pdf&amp;diff=1607"/>
		<updated>2015-01-30T14:54:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Dispatch_Archive&amp;diff=1606</id>
		<title>Dispatch Archive</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Dispatch_Archive&amp;diff=1606"/>
		<updated>2015-01-30T14:52:09Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Term 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find an archive of past issues of the Dispatch.&lt;br /&gt;
= Year 1 =&lt;br /&gt;
== Term 1 ==&lt;br /&gt;
*[[Media:Dispatch_M14_1.pdf|Week 1]]&lt;br /&gt;
*[[Media:Dispatch_M14_2.pdf|Week 2]]&lt;br /&gt;
*[[Media:Dispatch_M14_3.pdf|Week 3]]&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=1589</id>
		<title>Character Creation Mechanics</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Character_Creation_Mechanics&amp;diff=1589"/>
		<updated>2015-01-27T18:40:50Z</updated>

		<summary type="html">&lt;p&gt;Hark: /* Character Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a purely mechanical description of the requirements for building a character. For a more in depth guide on how to think about a character concept and build it into a character see [[How_to_Create_a_Character|How to Build a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please email any character builds to larp-refs@srcf.net, and include a brief description of the character&#039;s Paradigm and history. Please don&#039;t send as attachments, plain text in the email is best. Putting them in wiki format is perfect, and we have a template for this.&lt;br /&gt;
&lt;br /&gt;
Characters must be approved by the refs before entering play. Characters that go against the brief such as double-agents, cultists etc. are only available at ref discretion. There will be opportunities to play these, please do ask us about this if you&#039;re at all interested.&lt;br /&gt;
&lt;br /&gt;
It is not possible for your character to start with magical items other than that granted by your Skills (Trade 3 and Talismancy 3 for example). The Refs may offer the opportunity to buy equipment out of your first week&#039;s income before entering play. Your PC is assumed to have access to any weapons or armour they can use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Character sheet in wiki format&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=&lt;br /&gt;
|species=&lt;br /&gt;
|nation=&lt;br /&gt;
|faction=&lt;br /&gt;
|background=Their job before becoming an Agent&lt;br /&gt;
|skills= &lt;br /&gt;
* YOUR FACTION SKILL (at -1 XP per level so free at the first level)&lt;br /&gt;
*ANOTHER SKILL&lt;br /&gt;
*A FURTHER SKILL&lt;br /&gt;
|para_short= One line description of your characters paradigm&lt;br /&gt;
|para_full= Longer text for if you have any interesting points or facets of your characters paradigm to discuss &lt;br /&gt;
|biography=Tell us about your PC&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Faction Membership ==&lt;br /&gt;
*Each Nation, Guild and Church is a [[The Factions|Faction]].&lt;br /&gt;
*You can only be a member of one Faction.&lt;br /&gt;
*You can play any race or national origin in any faction.&lt;br /&gt;
*Your Faction has trained you in one specific Skill that they expect all ranking members to be proficient in. You can read this on the [[The_Factions|Faction]] or [[Skills]] pages. You have a 1 XP discount on every level of this skill. This means that L1 is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
*Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.&lt;br /&gt;
*Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.&lt;br /&gt;
*This skill represents your background and history, and the refs may take this into account in appropriate situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
===Basic Skills===&lt;br /&gt;
{{#lsth:General_Rules|Player Character Specifics}}&lt;br /&gt;
&lt;br /&gt;
===Buying New Skills===&lt;br /&gt;
*Every Skill costs Experience Points (XP) equal to its level&lt;br /&gt;
*This week, any new PCs have {{StartingXP}} XP. &lt;br /&gt;
*The first 15XP you spend must be on skills of L3 or below.&lt;br /&gt;
*Unspent XP may be saved.&lt;br /&gt;
*Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Transmutation trained.&lt;br /&gt;
*You must buy up numbered skills in order. So you require Will 1 to buy Will 2, and Will 2 to buy Will 3.&lt;br /&gt;
&lt;br /&gt;
For a list of skills, visit [[Skills]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Progression ==&lt;br /&gt;
*Characters gain 1 XP per week. Characters that are played in a given week for more than half an hour gain an additional 1 XP.&lt;br /&gt;
*You may spend XP in Downtime, or before the Linear if you are going on it. &lt;br /&gt;
*Characters may have a maximum of 60 XP. &lt;br /&gt;
*L5 skills will need to be made available by PC action.&lt;br /&gt;
** Current [[:Category:Unlocked Level 5|unlocked]] and [[:Category:Locked Level 5|locked]] level 5 skills.&lt;br /&gt;
&lt;br /&gt;
== Sample Character Builds ==&lt;br /&gt;
Each of these character builds includes a few ideas for ways to roleplay the character, as well as suggestions other concepts that work with the same stats, modified for different faction discount skills.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t feel bound to the suggested Backgrounds or Paradigms - if you like one of these concepts but have a strong idea for their former life or worldview, go for it. The suggestions here are simple ideas for if nothing else springs to mind.&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Antiquarian’s Guild Ruins Raider&lt;br /&gt;
|hits=8 in light armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=A daring rogue who left home to seek adventure with the Antiquarians, with a happy-go-lucky wanderlust; or a careful expert carrying tools for every eventuality, who takes calculated risks but isn&#039;t afraid of danger.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Tomb raider, ruin exploration expert.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Caravaneers Guard Captain&lt;br /&gt;
*Hegemony Supply Sergeant (Trade 2, Talismancy 1 (Discount))&lt;br /&gt;
*Vendicsal Raider (Trade 2, Biomancy 1 (Discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I&#039;m just that charismatic - I can inspire my allies to keep going, and drive my enemies back through sheer force of personality,&amp;quot; or &amp;quot;The ancient power of countless lost ruins has rubbed off on me, and I can use its echoes for my own benefit.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Armour 1 (1)&lt;br /&gt;
* Health 2 (3)&lt;br /&gt;
* Shield 2 (3)&lt;br /&gt;
* Stamina 2 (3)&lt;br /&gt;
* Corpus 1 {{gloss|spell}}: {{call|CURE}} 3 (1)&lt;br /&gt;
* Force 1 {{gloss|strike}}: {{call|KNOCKBACK}}  (1)&lt;br /&gt;
* Trade 3 (3) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
* 1 Stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
* 1 Stamina for a ranged {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
* Use a Shield.&lt;br /&gt;
* 8 Hits in Light Armour.&lt;br /&gt;
* 64 Ducatto bonus income.&lt;br /&gt;
* May send letters by Ritual. &lt;br /&gt;
* May disperse rumours in downtime.&lt;br /&gt;
* Gets a random item each week.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Research Mage&lt;br /&gt;
|hits= 5 in armour&lt;br /&gt;
|stamina= 6&lt;br /&gt;
|background=A curious and avid learner whose first reaction to anything and anyone new is to ask questions about it; or an arrogant mage convinced of the superiority of their own approach to learning.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Research Mage, Scholar of [Choose a Subject!]&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Explorer Church Priest (Identical stats, but Knowledge as faction discount skill)&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;One who understands the world can, through force of will, affect the energy within it,&amp;quot; or &amp;quot;The world is made of four elements - I strike my enemies with blasts of fire and drive them back with gusts of wind.&amp;quot; It&#039;s common for Mages to deliberately construct their own paradigm, so this concept is well-suited to a Paradigm that&#039;s quite aware of the fact that it&#039;s the belief that it works that makes it work.&lt;br /&gt;
|skills=&lt;br /&gt;
* Stamina 3 (6)&lt;br /&gt;
* Force 1 {{gloss|spell}}: {{call|DISARM}} (1)&lt;br /&gt;
* Force 2 {{gloss|spell}}: {{call|MAGIC}} {{call|TRIPLE}} (2)&lt;br /&gt;
* Movement 1 {{gloss|spell}}: 3x{{call|KNOCKBACK}} (1)&lt;br /&gt;
* Movement 1 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|KNOCKBACK}}&lt;br /&gt;
* Knowledge 2 (3)&lt;br /&gt;
* Transmutation 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 Stamina {{gloss|spell}} for 3 uses of {{call|KNOCKBACK}} over the next 10 seconds.&lt;br /&gt;
*1 Stamina for a ranged {{call|DISARM}} {{gloss|spell}}.&lt;br /&gt;
*2 Stamina for a ranged {{call|MAGIC}} {{call|TRIPLE}} {{gloss|spell}}.&lt;br /&gt;
*Orison for minor magical effects.&lt;br /&gt;
*Transmute water into various useful liquids.&lt;br /&gt;
*Lead a ritual to move effects from one target to another.&lt;br /&gt;
*Can lead a Ritual to charge up energy for controlled explosions.&lt;br /&gt;
*Can determine at least the Strength of an Effect on someone or something.&lt;br /&gt;
*Can expose themself to an effect to learn about it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Democracy Guard&lt;br /&gt;
|hits= 7 in a Breastplate&lt;br /&gt;
|stamina= 5 in a Breastplate&lt;br /&gt;
|background=A calm, collected soldier, confident of the superiority of the Democracy way and dedicated to its protection; or an Ozgur consumed by the quest for perfect martial skill, seeking new challenges to test their training against and learn from.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Guard, soldier, student of battle.&lt;br /&gt;
&lt;br /&gt;
These stats can work as a guard in any Faction - just replace Meta-Rituals 2 with 2 levels in your Faction skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am very strong,&amp;quot; or &amp;quot;Study of battle is the true path to martial power - by understanding myself, my weapons and my enemies, I can rule the battlefield.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Armour 1 (1)&lt;br /&gt;
* Health 1 (1)&lt;br /&gt;
* Stamina 3 (6)&lt;br /&gt;
* Two Handed 2 (3)&lt;br /&gt;
* Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
* Force 2 {{gloss|strike}}: {{call|DISARM}} (2)&lt;br /&gt;
* Meta-Rituals 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 {{call|CRUSH}} resist whilst in a Breastplate.&lt;br /&gt;
*Can use a stab-safe spear, or a non-stab safe polearm, or a two-handed weapon.&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a  {{call|DISARM}} {{gloss|strike}}.&lt;br /&gt;
*Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina.&lt;br /&gt;
*Can perform a Ritual to call {{call|DISRUPT}} once per 10 seconds while stationary or walking.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Explorer Church Surgeon&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background=A sympathetic healer who helps patients work out if they made any mistakes they can avoid next time; or a grumpy surgeon whose cynical exterior masks a potent dedication to their patients.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Surgeon, explorer.&lt;br /&gt;
&lt;br /&gt;
These stats can work as a healer in any Faction - just replace Knowledge 1 with a level in your Faction discount skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;The body is a complex machine, and my understanding of anatomy allows me to repair it&amp;quot; (this gets you a fairly standard real-world-esque surgical style), or &amp;quot;Injuries are an external influence on the Truth of how a body should work; I can move these influences from the body to a piece of crystal, thereby returning the body to its proper form.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Stamina 3(6)&lt;br /&gt;
* Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
* Corpus 2 {{gloss|spell}}: {{gloss|touch}}-range {{call|RESTORE}} (2)&lt;br /&gt;
* Healing 3 (6) &lt;br /&gt;
* Knowledge 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
&lt;br /&gt;
*1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
*2 stamina for a {{gloss|touch}}-range {{call|RESTORE}} {{gloss|spell}}.&lt;br /&gt;
*Determine at least the Strength of an Effect on someone or something. &lt;br /&gt;
*{{call|CURE}} 1 to a dying PC with 10s roleplay.&lt;br /&gt;
*Determine Hits or Wounds on a PC with 10s roleplay.&lt;br /&gt;
*Suppress up to 4 levels of Wounds.&lt;br /&gt;
*Heal {{call|CRUSH}} or all Hits with appropriate RP in a non-stressful situation.&lt;br /&gt;
*Remove all Wounds in a medical venue with 5 min roleplay.}}&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Aspirant Church Scout&lt;br /&gt;
|hits=7 in full armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=A grinning daredevil who sees each battle as a test of their perfection; or a focused warrior who seeks out and battles oppression, so the weak are free to seek their own perfection.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Military Scout, Caravan guard, Hunter&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Antiquarian Hunter (Necromancy 0, Trade 2 (discount))&lt;br /&gt;
*Explorer Church Explorer (Necromancy 0, Knowledge 2 (discount))&lt;br /&gt;
*Hegemony Archer (Necromancy 0, Talismancy 2 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;Luck conspires to help me out - my enemies trip or get their feet tangled just when I need them to,&amp;quot; or &amp;quot;I approach the Aspirant&#039;s perfection, and my God lends me miracles to aid me in the pursuit of my holy duties.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Armour 1 (1)&lt;br /&gt;
*Health 1 (1)&lt;br /&gt;
*Ranged 3 (6)&lt;br /&gt;
*Stamina 2 (3)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|Knockback}} (1)&lt;br /&gt;
*Movement 2 {{gloss|spell}}: {{gloss|ENTANGLE}} (2)&lt;br /&gt;
*Necromancy 2 (1) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 stamina for a ranged {{gloss|Instantaneous}} {{call|KNOCKBACK}} {{gloss|spell}}.&lt;br /&gt;
* 2 stamina for a ranged {{call|ENTANGLE}} {{gloss|spell}}.&lt;br /&gt;
*7 Hits in Light Armour.&lt;br /&gt;
*Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.&lt;br /&gt;
*Can cooperate to reanimate a body with more hits or as a more useful minion.&lt;br /&gt;
*Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN.&lt;br /&gt;
*Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet|&lt;br /&gt;
|name=Hegemony Enforcer&lt;br /&gt;
|hits=9 in heavy armour&lt;br /&gt;
|stamina=4 in heavy armour&lt;br /&gt;
|background=A knee-breaking thug given to darkly humourous threats; or a war-veteran sergeant who&#039;s seen it all before.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Blacksmith, military reservist, militia member, Guild enforcer&lt;br /&gt;
&lt;br /&gt;
All the Factions have guards, and some parts of the Caravaneers and Antiquarians might use enforcers like these in support of their legal monopolies. These stats will work for any such character; just replace Talismancy 1 with a rank in your faction discount skill.&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am very strong,&amp;quot; or &amp;quot;The Hegemony marches unstoppably onward; as its representative, I have the implacable might of my whole Nation behind me.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Armour 2 (3)&lt;br /&gt;
*Health 2 (3)&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Force 2 {{gloss|strike}}: {{call|STRIKEDOWN}} (2)&lt;br /&gt;
*Talismancy 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*1 CRUSH resist in Metal Armour&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a {{call|STRIKEDOWN}} {{gloss|strike}}.&lt;br /&gt;
*Make a Talisman of any skill under 2 Stamina.&lt;br /&gt;
*Salvage a Talisman for parts.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Celebrant Church Alchemist&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background= A cheerful priest-alchemist who tries to help others relax, look on the bright side, and enjoy themselves; or a quiet healer who takes pride in helping others do things they can be proud of.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Recreational alchemy vendor, Priest of the Celebrant&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Democracy politician-mage (Psychomancy 2, Meta-Rituals 1 (discount))&lt;br /&gt;
*Guild of Mages alchemy researcher (Lose KNOCKBACK or the buckler; Transmutation as discount skill)&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;By mixing various ingredients, I can create concoctions having a wide variety of effects,&amp;quot; or &amp;quot;The miraculous power of the Celebrant allows me to transform things to better celebrate our successes - whether those things are clean water or other people&#039;s feelings.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Shield 1 (1)&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Psychomancy 3 (3) (discount)&lt;br /&gt;
*Transmutation 2 (3)&lt;br /&gt;
|effects=&lt;br /&gt;
*May use a buckler up to 15” wide.&lt;br /&gt;
*1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 {{gloss|spell}}.&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*1 stamina to Induce Emotion by 10 seconds talking.&lt;br /&gt;
*Orison for minor magical effects.&lt;br /&gt;
*Transmute water into various useful liquids.&lt;br /&gt;
*Lead a ritual to move effects from one target to another.&lt;br /&gt;
*Lead a ritual to create drugs and emotional poisons.&lt;br /&gt;
*Make someone talkative or give an Effect, object or animal a voice for a while for 2 stamina.&lt;br /&gt;
*Lead a ritual to give all participants a 1-shot Inflict Emotion effect.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Alfar Reaver&lt;br /&gt;
|hits=8 in light armour&lt;br /&gt;
|stamina=4&lt;br /&gt;
|background=An arrogant and disdainful duellist seeking a truly worthy opponent; or a dashing adventurer who laughs in the face of danger and takes a trophy from their most memorable foes.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Reaver, duellist, hunter.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Democracy assassin (Trade 0, Meta-Rituals 1 (discount))&lt;br /&gt;
*Guild of Mages swordmaster (Biomancy 0, Transmutation 1 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I am extremely awesome and spectacularly good at what I do,&amp;quot; or &amp;quot;Tales are told of my skill with a blade - as the protagonist of a true Vendicsal epic, I can perform the feats of a true hero.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Ambidextrous (1)&lt;br /&gt;
*Armour 1 (1)&lt;br /&gt;
*Health 2 (3)&lt;br /&gt;
*Stamina 2 (3)&lt;br /&gt;
*Force 1 {{gloss|strike}}: {{call|KNOCKBACK}} (1)&lt;br /&gt;
*Force 2 {{gloss|strike}}: {{call|DISARM}} (2)&lt;br /&gt;
*Force 3 {{gloss|strike}}: {{call|TRIPLE}} (3)&lt;br /&gt;
*Biomancy 1 (0) (discount)&lt;br /&gt;
*Trade 1 (1)&lt;br /&gt;
|effects=&lt;br /&gt;
*Use a weapon in each hand&lt;br /&gt;
*1 stamina for a {{call|KNOCKBACK}} {{gloss|strike}}.&lt;br /&gt;
*2 stamina for a {{call|DISARM}} {{gloss|strike}}.&lt;br /&gt;
*3 stamina for a {{call|TRIPLE}} {{gloss|strike}}.&lt;br /&gt;
*Mark an unresisting target.&lt;br /&gt;
*32 Ducatto additional income.&lt;br /&gt;
*Can send rumours.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Builder Church Priest&lt;br /&gt;
|hits=5 in armour&lt;br /&gt;
|stamina=6&lt;br /&gt;
|background=A bombastic preacher whose impassioned words inspire the faithful in battle; or a quietly devoted priest who will tolerate no threat to the people they serve.&lt;br /&gt;
&lt;br /&gt;
Backgrounds: Wandering Preacher, military chaplain.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Guild of Antiquarians battlemage (Will 2, Psychomancy 0, Trade 2 (discount))&lt;br /&gt;
*Hegemony military officer (Will 2, Talismancy 1 (discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I speak the word of the Builder, and She lends me miracles to do her work,&amp;quot; or &amp;quot;I am the heart of my community, and wield the power of our unified wills.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
*Stamina 3 (6)&lt;br /&gt;
*Corpus 1 {{gloss|spell}}: {{gloss|touch}}-range {{call|CURE}} 3 (1)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: {{call|STRIKEDOWN}} (1)&lt;br /&gt;
*Movement 1 {{gloss|spell}}: 3x{{call|KNOCKBACK}} (1)&lt;br /&gt;
*Movement 2 {{gloss|spell}}: {{gloss|Instantaneous}} {{call|MASS}} {{call|KNOCKBACK}} (2)&lt;br /&gt;
*Psychomancy 1 (1)&lt;br /&gt;
*Will 3 (3) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
* 1 stamina for a {{gloss|ranged}} {{call|STRIKEDOWN}} {{gloss|spell}}.&lt;br /&gt;
* 1 stamina {{gloss|spell}} to call {{call|KNOCKBACK}} to any 3 targets.&lt;br /&gt;
* 1 stamina for a {{gloss|touch}}-range {{call|CURE}} 3 spell.&lt;br /&gt;
* 2 stamina for an {{gloss|instantaneous}} {{call|MASS}} {{call|KNOCKBACK}} spell.&lt;br /&gt;
* Restore an ally&#039;s stamina.&lt;br /&gt;
* Bond together a group to ignore each other&#039;s area-effect spells.&lt;br /&gt;
* Lead a ritual to charge a large number of ranged {{call|KNOCKBACK}} calls until you move from the spot.&lt;br /&gt;
* Lead a ritual to {{call|COMPEL}} a target within line of sight.&lt;br /&gt;
* Spend 1 stamina to induce emotion by 10s of talking.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{charsheet&lt;br /&gt;
|name=Caravaneers Reporter&lt;br /&gt;
|hits= 5 in armour&lt;br /&gt;
|stamina= 4&lt;br /&gt;
|background= A curious journalist who wants to get to know everyone and find out their angle; or a cynical hack who cares about the story, but not the feelings of the people involved. &lt;br /&gt;
&lt;br /&gt;
Backgrounds: Journalist, travelling trader, wandering entertainer.&lt;br /&gt;
&lt;br /&gt;
Alternatively:&lt;br /&gt;
*Explorer Church Reporter (Trade 2; Knowledge is discount skill)&lt;br /&gt;
*Mage&#039;s Guild Investigator (Trade 0, Transmutation 1(discount))&lt;br /&gt;
|paradigm=Paradigms: &amp;quot;I&#039;m just an extremely charming person who know how to ask questions,&amp;quot; or &amp;quot;I&#039;m the one who tells the stories - the stories tell themselves to me, and I choose how that comes across to everyone else.&amp;quot;&lt;br /&gt;
|skills=&lt;br /&gt;
* Stamina 2 (3)&lt;br /&gt;
* Biomancy 2 (3)&lt;br /&gt;
* Knowledge 3 (6)&lt;br /&gt;
* Psychomancy 2 (3)&lt;br /&gt;
* Trade 1 (0) (discount)&lt;br /&gt;
|effects=&lt;br /&gt;
*Mark an unresisting target.&lt;br /&gt;
*Lead a ritual to modify a target&#039;s appearance to create a disguise.&lt;br /&gt;
*Determine at least the Strength of an Effect on someone or something.&lt;br /&gt;
*Expose themself to an effect to learn about it.&lt;br /&gt;
*Lead a ritual to discover information and secrets about a person, location, or object.&lt;br /&gt;
* Spend 1 stamina to induce emotion by 10s of talking.&lt;br /&gt;
*Lead a ritual to give each participant an emotion-inducing ability.&lt;br /&gt;
*Make a character talkative, or allow an inanimate object, creature or magical effect to speak.&lt;br /&gt;
*Gains 32 Ducatto extra income.&lt;br /&gt;
*May submit a rumour in downtime.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1588</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1588"/>
		<updated>2015-01-27T15:17:45Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|KNOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Support the Cause|&lt;br /&gt;
You may attempt a {{gloss|ritual}} to cement a pre-existing goal in the mind of a willing {{gloss|participant}} This is a strength 4 {{gloss|effect}} and does not stack with itself. Your character is unwilling to act against the goal until the {{gloss|effect}} is removed. If they do, the {{gloss|effect}} becomes a strength 10 {{call|COMPEL}}. Adding {{gloss|participants}} will increase the duration of this {{gloss|effect}}.&lt;br /&gt;
If a {{call|COMPEL}} would force you to go directly against this goal, it will fail. For example, you could be prevented from attacking a target’s underling’s by a {{call|COMPEL}}, but not the enemy you swore to defeat. &lt;br /&gt;
&lt;br /&gt;
Available Goals:&lt;br /&gt;
* Protect this character&lt;br /&gt;
* Reach this location&lt;br /&gt;
* Defeat this character&lt;br /&gt;
* Retrieve this item&lt;br /&gt;
Others at Ref discretion.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 5 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Category:Locked_Level_5&amp;diff=1587</id>
		<title>Category:Locked Level 5</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Category:Locked_Level_5&amp;diff=1587"/>
		<updated>2015-01-26T18:29:57Z</updated>

		<summary type="html">&lt;p&gt;Hark: Created page with &amp;quot;Skill trees that currently have Lv5 locked.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill trees that currently have Lv5 locked.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Category:Unlocked_Level_5&amp;diff=1586</id>
		<title>Category:Unlocked Level 5</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Category:Unlocked_Level_5&amp;diff=1586"/>
		<updated>2015-01-26T18:29:38Z</updated>

		<summary type="html">&lt;p&gt;Hark: Created page with &amp;quot;Skill trees that currently have Lv5 unlocked.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill trees that currently have Lv5 unlocked.&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1585</id>
		<title>Prof:Will</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Will&amp;diff=1585"/>
		<updated>2015-01-26T17:15:05Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Church_of_the_Builder|Builder Church]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Inspire|&lt;br /&gt;
Spend 10 seconds giving someone a clear instruction. Spend 1 {{gloss|stamina}}.  Call {{call|EFFECT}} 1: Gain 1 extra {{gloss|stamina}} this {{gloss|encounter}}. This can take them over their maximum {{gloss|stamina}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|United, We Stand|&lt;br /&gt;
By working together on a {{gloss|ritual}} with other people, you may bond into a {{gloss|group}}. All members have the ability to call {{call|RESIST}} to {{call|WIDE}} or {{call|MASS}} calls emanating from other members, provided they can see the caster. You can only be in one {{gloss|group}}.}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Abjuration|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. This {{gloss|ritual}} takes 5 seconds to begin, after which {{gloss|participants}} may leave. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|K[[Category:Locked Level 5]]NOCKBACK}} after every 5 seconds of continuous, stationary roleplay You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If they move, the {{gloss|ritual}} ends and they lose the calls. The maximum number of calls is equal to the number of {{gloss|participants}} times three.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hear and Obey {{ref}}|&lt;br /&gt;
You may perform a {{gloss|ritual}} which allows you to call {{call|COMPEL}} N: (a single five-word command) on a target within line of sight. The level of the {{call|COMPEL}} is equal to the number of {{gloss|participants}} up to a maximum of 10. You may ask a {{gloss|ref}} to deliver the {{call|COMPEL}} anonymously.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Support the Cause|&lt;br /&gt;
You may attempt a {{gloss|ritual}} to cement a pre-existing goal in the mind of a willing {{gloss|participant}} This is a strength 4 {{gloss|effect}} and does not stack with itself. Your character is unwilling to act against the goal until the {{gloss|effect}} is removed. If they do, the {{gloss|effect}} becomes a strength 10 {{call|COMPEL}}. Adding {{gloss|participants}} will increase the duration of this {{gloss|effect}}.&lt;br /&gt;
If a {{call|COMPEL}} would force you to go directly against this goal, it will fail. For example, you could be prevented from attacking a target’s underling’s by a {{call|COMPEL}}, but not the enemy you swore to defeat. &lt;br /&gt;
&lt;br /&gt;
Available Goals:&lt;br /&gt;
* Protect this character&lt;br /&gt;
* Reach this location&lt;br /&gt;
* Defeat this character&lt;br /&gt;
* Retrieve this item&lt;br /&gt;
Others at Ref discretion.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Will 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Commanding Presence|&lt;br /&gt;
The {{call|COMPEL}} strength for &#039;&#039;Hear and Obey&#039;&#039; is equal to double the number of {{gloss|participants}}, up to a maximum of 10. &#039;&#039;Hear and Obey&#039;&#039; may now be used with a 10-word command. The target must still be within line of sight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Dominate|&lt;br /&gt;
In the name of yourself or your organisation, spend 5 seconds to order a character to do one of the following things, then Spend 5 {{gloss|stamina}} and call {{call|COMPEL}} 10: &amp;lt;one of the following orders&amp;gt;&lt;br /&gt;
* “Give me that [item]”&lt;br /&gt;
* “Stay away from that [character/object]”&lt;br /&gt;
* “Heal [that character]&amp;quot;&lt;br /&gt;
* “Incapacitate [that character]”}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Transmutation&amp;diff=1584</id>
		<title>Prof:Transmutation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Transmutation&amp;diff=1584"/>
		<updated>2015-01-26T17:14:56Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Guild_of_Mages|Guild of Mages]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Orison|&lt;br /&gt;
By 5 seconds of {{gloss|appropriate roleplay}}, costs 0 {{gloss|stamina}}. Causes one of the following. Extinguish, Ignite, Create Water, Blow Air, Create Light. They do what they say, work at touch range and have no mechanical effect, working only briefly. You may research more effects by submitting them as a Major Action in your [[Downtime]].}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Transference|&lt;br /&gt;
Remove {{gloss|effects}} from other people by placing them onto yourself or a willing target. The {{gloss|effect}} is moved and has its level and duration reduced by half. Moving an {{gloss|effect}} costs four times as much {{gloss|stamina}} as the effect’s level. {{gloss|Participants}} may spend extra {{gloss|stamina}} to reach this amount.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Alchemy|&lt;br /&gt;
By 10 seconds of {{gloss|appropriate roleplay}} and 2 {{gloss|stamina}}. You may turn about a glassful of water into one of the following: Acid, Alkali, Pure Alcohol, Lubricant, Glue, Solvent, Dye, Bleach, Cooling Solution, Heat Solution, Preservative. These last 30 min or until used. Other liquids at {{gloss|ref}} discretion, typically after {{gloss|PC}} research.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Destruction|&lt;br /&gt;
The {{gloss|leader}} is the target of this {{gloss|ritual}}. The {{gloss|leader}} of the {{gloss|ritual}} then gains one use of {{gloss|instantaneous}} {{call|MAGIC}} {{call|TRIPLE}} {{call|KNOCKBACK}} after every 10 seconds of continuous, stationary roleplay. Other {{gloss|participants}} may leave after the first 10 seconds, only the {{gloss|leader}} is required to continue the Ritual. The total number of calls granted by this Ritual is equal to the number of {{gloss|participants}} +1. You may save calls up and use them later in the {{gloss|Ritual}}. If the {{gloss|leader}} voluntarily moves from the spot, the {{gloss|Ritual}} ends. When the Ritual ends, the {{gloss|leader}} loses the calls. This is the {{gloss|ritual}} of blowing up gates and boss monsters. This {{gloss|ritual}} must be performed in a loud, obvious manner.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Subvert the Ideal{{ref}}|&lt;br /&gt;
Subvert {{gloss|effects}} and {{call|COMPEL}}s, altering the effect that they have. The casters will not know if they have succeeded against a {{call|COMPEL}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Transmutation 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Cleanse the Earth{{ref}}|&lt;br /&gt;
“Cleanse the Earth” can solve seemingly limitless problems via enough brute arcane force. Examples include removing an {{gloss|effect}} or {{gloss|wound}} entirely, blasting holes in a fortification, or casting out possession by a Stranger. However, it invariably has side effects in other areas. An exorcism subject may find their personality scrambled for a while. Sappers might take some {{gloss|wounds}} from backlash. The total {{gloss|stamina}} spent by the {{gloss|participants}} must be at least 10. {{gloss|Participants}} may spend extra {{gloss|stamina}} to reach this minimum. This {{gloss|ritual}} must be performed in a loud, obvious manner.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Trade&amp;diff=1583</id>
		<title>Prof:Trade</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Trade&amp;diff=1583"/>
		<updated>2015-01-26T17:14:47Z</updated>

		<summary type="html">&lt;p&gt;Hark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[Guild_of_Caravaneers|Guild of Caravaneers]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Skill of the [[Guild_of_Antiquarians|Guild of Antiquarians]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Skill_Header}}&lt;br /&gt;
&lt;br /&gt;
{{Prof_Header}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 1}}&lt;br /&gt;
|&lt;br /&gt;
Gain an extra 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
{{Ability|Rumours|&lt;br /&gt;
May send in one rumour with your {{gloss|downtime}}. It will appear in the {{gloss|downtime}} of at least one other {{gloss|PC}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 2}}&lt;br /&gt;
|&lt;br /&gt;
Gain an extra 32 {{gloss|Ducatto}} per week&lt;br /&gt;
&lt;br /&gt;
{{Ritual|Tireless Courier{{ref}}|&lt;br /&gt;
This {{gloss|ritual}} targets a letter, or a wrapped object under 18” square that is held by the {{gloss|leader}} of the {{gloss|ritual}}. It vanishes and will reappear in the intended recipient’s hands. This takes an unspecified amount of time. Send one extra letter per {{gloss|participant}}.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Special Offer|&lt;br /&gt;
Gain 1 random item per week. This may be a {{gloss|talisman}}, item of historical interest or something else entirely.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Appraise|&lt;br /&gt;
You have an OC sheet of lore codes that you can use to read the value of an item from those written on a ribbon.}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Negotiation|&lt;br /&gt;
Talk to someone for at least 10 seconds, informing them that you are not an enemy, spend 4 {{gloss|stamina}} and then call “{{call|EFFECT}} 4: You may not make system calls against me for five minutes, unless I make a system call against you”.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Trade 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Hard Sell{{ref}}|&lt;br /&gt;
The finest tool a salesperson could have. Its effects include, but are not limited to:&lt;br /&gt;
* Send a specific vision to a given person. More {{gloss|participants}} means it scales from “dream” to “in your face technicolour advert”&lt;br /&gt;
* Locate a person willing to sell you a specific form of good or service, if they are close enough to reach you. They will receive “{{call|COMPEL}} 1: Talk to &amp;lt;your character’s name&amp;gt; and a feeling of where you are.&lt;br /&gt;
* Move significantly larger objects than Tireless Courier is able to. Size of item and distance moved scales to the number of {{gloss|participants}}. &lt;br /&gt;
Other trade or communications effects are entirely possible with this {{gloss|ritual}}.}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Skills]][[Category:Locked Level 5]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hark</name></author>
	</entry>
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