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	<id>https://nfnc.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ivan</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=Ivan"/>
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	<updated>2026-04-13T12:50:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1732</id>
		<title>Prof:Meta-Rituals</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Meta-Rituals&amp;diff=1732"/>
		<updated>2015-03-14T23:27:57Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Faction Skill of the [[The_Democracy|Democracy]]&#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|Meta-Rituals 1}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Analyse Power|&lt;br /&gt;
By spending 10 seconds obviously investigating a {{gloss|ritual}}, you may spend 1 {{gloss|stamina}} and ask {{gloss|OC}} what the effect of the {{gloss|ritual}} is and how much {{gloss|stamina}} has been spent on it. Or you may spend 10 seconds close enough to someone to touch them and spend 1 {{gloss|stamina}} to ask {{gloss|OC}}: How much {{gloss|stamina}} do you have currently?}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 2}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Delay|&lt;br /&gt;
This {{gloss|ritual}} works on a single Target within 10m. The {{gloss|leader}} of the {{gloss|ritual}} may call {{call|DISRUPT}} on the Target after each 10 seconds of continuous roleplay. While using this ability you must remain within 10m of the thing you are delaying, you may not fight and you must move no faster than a walking pace. You may choose to end this {{gloss|ritual}} at will. &#039;&#039;Delay&#039;&#039; may also be used on other supernatural effects.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 3}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Bolster Effect|&lt;br /&gt;
Learn a method of augmenting an existing {{gloss|ritual}}. Every three {{gloss|participants}} in the bolstering {{gloss|ritual}} counts as an extra 2 {{gloss|stamina}} spent on the initial {{gloss|ritual}}. The Bolstering {{gloss|ritual}} must be performed immediately after the initial {{gloss|ritual}}, and the target must be aware of it.}}&lt;br /&gt;
|-&lt;br /&gt;
|{{nowrap|Meta-Rituals 4}}&lt;br /&gt;
|&lt;br /&gt;
{{Ability|Create Ritual Anchor{{ref}}|&lt;br /&gt;
Create a {{gloss|ritual anchor}} that contains a {{gloss|ritual&#039;s}} effects. This requires a suitable anchor physrepped by a reasonably bulky item. A flag, a backpack “filled with scrolls”, a large box etc. You perform the {{gloss|ritual}} on the item, and pay double the normal {{gloss|stamina}} cost. Anyone may use the {{gloss|ritual anchor}} to perform the {{gloss|ritual}}, getting the effect stated on the item card. Anchors cost 16 {{gloss|Ducatto}} per level of the {{gloss|ritual}}.}}&lt;br /&gt;
|- &lt;br /&gt;
|{{nowrap|Meta-Rituals 5 {{locked}}}}&lt;br /&gt;
|&lt;br /&gt;
{{Ritual|Bolster Stamina|&lt;br /&gt;
Places an {{gloss|enhancement}} on the {{gloss|leader}} of the {{gloss|ritual}}. Activate this {{gloss|enhancement}} to gain 1 extra temporary {{gloss|Stamina}} for each two {{gloss|participants}} to a maximum of 5 {{gloss|stamina}}. This does not stack with itself. This is a Level 5 {{gloss|effect}} that normally lasts until midnight.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Bridge the Gap{{ref}}|&lt;br /&gt;
You may attempt to combine a {{gloss|ritual}} that you know with a {{gloss|ritual}} or {{gloss|ability}} that someone else knows, or the other way round. You must both be {{gloss|participants}} in the experimental {{gloss|ritual}}. It’s always hardest when either trying a new {{gloss|ritual}} with the same partner, or the improvised {{gloss|ritual}} with a different partner.}}&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>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Revenant&amp;diff=1731</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Revenant&amp;diff=1731"/>
		<updated>2015-03-14T23:22:55Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* All Revenants */&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]] 2 and 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 become {{gloss|dying}} for 30 seconds, after which they are destroyed. 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>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Strangers&amp;diff=1730</id>
		<title>Strangers</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Strangers&amp;diff=1730"/>
		<updated>2015-03-14T21:44:27Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Hellions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anywhere there is power, there are Strangers. As such, everyone has been instructed to be vigilant. Most PCs who have put any effort into learning their Strangers will have the following knowledge:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hellions ==&lt;br /&gt;
&lt;br /&gt;
Hellions are red-faced, dangerous and powerful. They tend to have horns, carry threatening weaponry and often have the capabilities to prepare Magical Items, which they “reward” their human servants with. They are obsessed by the gathering of Power, through trade, and have been known to demand sacrifices or worship in this aim. When an average person thinks of a Stranger, it is an image of a Hellion they have in their mind.&lt;br /&gt;
&lt;br /&gt;
== Phantoms ==&lt;br /&gt;
&lt;br /&gt;
Phantoms are a form of Sprite left behind at the sites of great battles, haunting those who return there. There are known cases of phantoms killing looters and arranging their bodies in horrifying positions to discourage further desecration They are fairly intangible,  the fluid, congealed properties of their essence making them highly resistant to weaponry, but their substance is quickly distorted by concerted effort or by Magical power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Golems ==&lt;br /&gt;
&lt;br /&gt;
Golems seem to have no defining purpose. They tend to be tough, regardless of what they appear to be constructed from, which varies wildly from example to example. They tend to respond to nearby Life by striking it to the ground and continuing to smash against it until it stops moving. These are extremely rare- maybe four or five reported cases in the past decade, but reports from Mat Sellah’s first scouting parties of all Factions have reported Golems roaming areas of the countryside. This is especially concerning because Golems, once their physical form is destroyed, tend to reform and return to their previous habits- killing anything nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
Sprites, in general, are Strangers seemingly in tune with a particular place and emotion. They are unpredictable, ranging from malicious to benevolent, and often reform after discorporation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
This is not to say that that was an exhaustive list of Strangers, simply ones which have been observed to have features linking to them, making them in some ways more comprehensible. There are many Strangers out there with only the vaguest resemblance to each other.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=1725</id>
		<title>Faction Regulation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=1725"/>
		<updated>2015-03-12T13:47:32Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Capital */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Faction has the right to punish and reward its own members as they see fit. This tends to be administered by Ambassadors (who are NPCs) or their appointed representatives (who may be PCs). Punishments tend to include fining the offender their pay for several weeks, putting them under the parole of a senior faction member, banning them from Rituals with other Agents, etc. Rewards might be money, equipment or the authority to call in NPC backup, skills or resources.&lt;br /&gt;
&lt;br /&gt;
In serious cases, matters are taken to trials made from various Faction members.&lt;br /&gt;
&lt;br /&gt;
Although the many unofficial support staff, traders and shipwrecked locals are not officially part of the Factions, they are not without help if they can find an advocate. In particular, Builder, Explorer and Aspirant Priests often find their doctrines encourage them to see certain laws enforced. They are known to sometimes raise cases on behalf of petitioners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
An Accusation of Crime must be made by a named Individual or Faction (the Accuser). They must name a Suspect and their desired Punishment. The Suspect Faction or Individual is tried by Judges from 3 Factions that are neither the Accuser’s or Suspect’s Faction. Judges are picked quickly by the Suspect, who must pick from those nearby and should pick those who show willing. The Accuser can Veto one choice, disallowing it. &lt;br /&gt;
&lt;br /&gt;
The Accuser and the Suspect each have &#039;&#039;&#039;2 minutes&#039;&#039;&#039; to make their case.&lt;br /&gt;
The Judges have &#039;&#039;&#039;2 minutes&#039;&#039;&#039; to confer before voting.&lt;br /&gt;
There is usually a sand timer provided for this. It is fixed to the bar by a metal chain and weight of authority, providing both a physical and magical defence against theft. (OC: It is not possible to steal the timer)&lt;br /&gt;
&lt;br /&gt;
Note that conspiring, or attempting to conspire, with your Judges to avoid rightful punishment is a High Crime (Either interfering with the Trial if spontaneous or Undermining the Treaty if pre-meditated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
&lt;br /&gt;
All Judges must vote either Guilty or Not Guilty. A verdict requires 3 votes.&lt;br /&gt;
If all 3 Judges vote Guilty, the Suspect is punished. &lt;br /&gt;
If all 3 Judges vote Not Guilty then the Accuser is punished for Wrongful Accusation. &lt;br /&gt;
&lt;br /&gt;
====Trial by Standing====&lt;br /&gt;
If the Judges cannot agree,  the final Vote may be gained from the result of a Trial by Standing. The combat is seen as a way to test the will of the various Factions to support the verdict. Only the person with the majority support of the Judges may call for a Trial by Standing, otherwise there is no punishment to either side and the case is closed.&lt;br /&gt;
&lt;br /&gt;
The accuser and the Suspect each stand on one side of the room. The Judges call for any who would support either the Accuser or Suspect to stand by them and &#039;&#039;&#039;must&#039;&#039;&#039; warn that should the Suspect be convicted, any who stood with them will suffer the same punishment. &#039;&#039;&#039;Agents have 10 seconds to pick a side. At the end, anyone standing near either the Accuser or Suspect is considered to have chosen that side.&#039;&#039;&#039;. The Judges must find in favour of the side whom the most Agents stood with. If this is a tie,  there is no punishment to either side and the case is closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Influencing Factors ===&lt;br /&gt;
&lt;br /&gt;
Judges have &#039;&#039;&#039;2 minutes&#039;&#039;&#039; to set the sentence. The sentence chosen is the first one that 2 Judges agree on. If they do not agree in &#039;&#039;&#039;2 minutes&#039;&#039;&#039;, the default punishment applies:&lt;br /&gt;
*Petty Crime - 32D fine&lt;br /&gt;
*Capital Crime - Wounding (breaking of a hand is typical)&lt;br /&gt;
*High Crime - Execution of the culprit.&lt;br /&gt;
&lt;br /&gt;
If they feel a Wrongful Accusation was justified but ultimately incorrect, they may make the punishment much less severe. If they feel a Wrongful Accusation was particularly malicious, they may make the punishment more severe. If a Faction is found Guilty of a crime, the punishment is increased in proportion to the number of Faction members who took part in the crime. &lt;br /&gt;
&lt;br /&gt;
If a Faction is accused, but can show to the judges that they have already punished the offenders satisfactorily, they may be declared Not Guilty. If a person is Accused but has already been appropriately punished by their Faction this is a valid defence (Punishment removes the Guilt)&lt;br /&gt;
&lt;br /&gt;
Self Defense or prevention of a greater crime is a legal defence unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ambassadorial Investigation===&lt;br /&gt;
The Ambassadors have a peace to uphold here, and look unfavourably on those who would meddle in it to their own ends, or favour their own side in an &#039;&#039;inept manner&#039;&#039;. Obviously corrupt or vexatious trials will tend to come to the notice of an Ambassador. Ambassadors wield absolute power over their Agents and are notorious for dropping them in it to save face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Petty ===&lt;br /&gt;
&lt;br /&gt;
Petty Crimes are things which do one of the following and are punishable by fines, curses, penal servitude, Wounding etc:&lt;br /&gt;
*Assault &lt;br /&gt;
*Petty theft (under 256 Ducatto)&lt;br /&gt;
*Subversion of Guild Law (i.e. Selling newly acquired loot without one of the parties being an Antiquarian)&lt;br /&gt;
*Malfeasance: Malicious interference with magical activities. DISRUPTing a ritual, physically distracting ritualist, attacking a stranger that someone is interacting with.&lt;br /&gt;
*Reckless Endangerment (Any act that is unreasonably risky and could have caused multiple injuries. Usually Exploding Rituals)&lt;br /&gt;
*Defacement: destruction of belongings worth under 256 Ducatto&lt;br /&gt;
*Breach of Impartially Witnessed Verbal Contract&lt;br /&gt;
*Unlawful Imprisonment (Including Slavery).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
Capital Crimes are things which include one of the following and are punishable by up to Mutilation, Deportation or Death. Capital Criminals may be freely reanimated as penal servitude. Only the Ambassador of the criminal’s faction or their representative may perform the punishment. &lt;br /&gt;
*Raising a Revenant despite the objection of the deceased or their Faction.&lt;br /&gt;
*Murder&lt;br /&gt;
*Malsanguino  (Preventing a Dying person from receiving medical aid)- Self Defence is often very difficult to justify&lt;br /&gt;
*Theft (over 256, under 5000 Ducatto)&lt;br /&gt;
*Vandalism: Destruction of belongings worth over 256 and under 10,000 Ducatto&lt;br /&gt;
*Forgery or Coinage defacement (destruction of Ducatto)- Self Defence will seldom be viable.&lt;br /&gt;
*Mutilation. &lt;br /&gt;
*Breach of Impartially Witnessed Written Contract- It is possible to consent to a duel to the death via contract.&lt;br /&gt;
*Repeated and Apparent Criminal Behaviour (Being found guilty of a Petty Crime more than 5 times). For example a fight where you attack 5 people could be counted as this.&lt;br /&gt;
&lt;br /&gt;
=== High ===&lt;br /&gt;
&lt;br /&gt;
High Crimes are things which do one of the following- self-defense is never a viable claim. The punishment is as per Capital Crimes, but the perpetrator’s Faction will further be expected to provide reparations unless they can prove they were working to prevent the Crime:&lt;br /&gt;
*Interfere with the functioning of a Trial&lt;br /&gt;
*Undermine the Treaty of Ozgur Sehir&lt;br /&gt;
*Seek to start a war between Factions protected by the Treaty of Ozgur Sehir&lt;br /&gt;
*Grand Theft: Involve the theft of over 5000 Ducatto from a Faction recognised by the Treaty of Ozgur Sehir&lt;br /&gt;
*Arson: Involve the Destruction of property worth over 10,000 Ducatto&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1724</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Downtime&amp;diff=1724"/>
		<updated>2015-03-12T13:45:41Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Major Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Downtime==&lt;br /&gt;
*Downtime is the time that passes in the world between events, as opposed to Uptime, which is what happens in an Interactive or Linear. Your characters are busy people, and when not at the bar their Faction will have plenty of work for them. &lt;br /&gt;
&lt;br /&gt;
*You have the option to specify one Major Action and a few Minor Actions that your character attempts during Downtime. &lt;br /&gt;
&lt;br /&gt;
*Downtime actions are not guaranteed to succeed; you will be told the results before the next interactive. &lt;br /&gt;
&lt;br /&gt;
*Any items you receive in your Downtime will be specifically defined by the Refs, and you should pick up the appropriate Ribbons and/or Cards from them at the Interactive. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gaining XP and Downtimes===&lt;br /&gt;
*Characters gain 1XP per week.&lt;br /&gt;
*Characters gain an extra 1XP and a Downtime 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 and a Downtime 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;
*If you play NPCs on the Linear, you will earn an extra Major Action for one of your PCs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What to put in Downtimes===&lt;br /&gt;
*Any XP spent on Skills. &lt;br /&gt;
&lt;br /&gt;
*Any Major or Minor Actions your PC undertakes.&lt;br /&gt;
&lt;br /&gt;
*Anything we may need to know about from the Interactive. &lt;br /&gt;
&lt;br /&gt;
*Any drugs your PC took this week. They are rip-open lammies with a description on the outside, and will say to tell the Refs&lt;br /&gt;
&lt;br /&gt;
*Please state your downtimes concisely. Descriptive passages are interesting and often appreciated, but the refs have limited reading time. The Refs reserve the right to veto downtime actions that they cannot swiftly understand. If you would like to submit a long-form action, we&#039;d appreciate a short summary at the top. All mechanical decisions will be made on the summary, not the fiction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downtime Actions ==&lt;br /&gt;
&lt;br /&gt;
===Major Actions===&lt;br /&gt;
Major actions are things you plan to do. Things that affect the world around your PC, have a chance to fail or not go to plan,  or require a detailed response from the Refs. For example, although researching a subject in your Embassy’s archives might not affect anyone else, the Refs will have to write up the information for you, so it’s a Major Action. &lt;br /&gt;
&lt;br /&gt;
Examples of Major Actions:&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;
Click &amp;quot;Expand&amp;quot; to see a list of common Major Actions.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Crafting an Item. You may craft any number of items in Uptime, this is mostly for if you want to make things in secret.&lt;br /&gt;
*Casting a couple of rituals you possess. You may not reliably improvise Rituals in Downtime.&lt;br /&gt;
*Research on one specific topic.&lt;br /&gt;
*Espionage.&lt;br /&gt;
*Exploration.&lt;br /&gt;
*Trying to buy a rare or unusual item.&lt;br /&gt;
*Anything unusual that the Refs have to think about.&lt;br /&gt;
*ADVENTURE! Your PC gains a randomly-generated item from the low end of the Trade 3 list and some flavour text about how they got it. If you can&#039;t think of anything else to do, this is a good way to get something entertaining and possible plot links. &lt;br /&gt;
*A single Improvised Ritual. The Refs will make bead draws on your behalf based on how many PCs submit &amp;quot;help this ritual&amp;quot; as a minor action. The Refs will never voluntarily draw a red bead.&lt;br /&gt;
&lt;br /&gt;
You may only choose ADVENTURE! or Improvised Ritual once per DT, even if you have 2 Major Actions. &lt;br /&gt;
&lt;br /&gt;
Anyone can spend money when trying to get information, especially on other Factions, to improve their ability to do so. The more money the better&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Actions===&lt;br /&gt;
Minor actions are things the refs need to know. Stuff that can for the most part just happen, and to which the Refs can reply “okay, noted”. &lt;br /&gt;
&lt;br /&gt;
Examples of Minor Actions:&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;
Click &amp;quot;Expand&amp;quot; to see a list of common Minor Actions.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Using Trade 1 to plant a rumour.&lt;br /&gt;
*Buying a Talisman or Magical Equipment of L1 or L2.&lt;br /&gt;
*Sending a letter.&lt;br /&gt;
*Requesting an specific NPC meet with you in uptime (you are not guaranteed a response).&lt;br /&gt;
*Actions that are purely roleplay “I get drunk with that PC, I pray at my temple”, etc.&lt;br /&gt;
*If the Refs feel a Minor Action is really a major action, they will inform you to chose between it or your Major Action.&lt;br /&gt;
*Ears to the Ground: Spending 16D will get you an extra rumour in your DT.&lt;br /&gt;
*Additional Rumours: Those who can spread rumours (Trade 1) may spend 32D per extra rumour to spread extra rumour, &amp;amp;/or 32D to increase the spreading of all their rumours.&lt;br /&gt;
*Healing: As well as automatically healing 2 Wound levels after the interactive, those wishing not to attempt to be healed in uptime can spend 16D per Wound level getting healing.&lt;br /&gt;
*Buying Curative Herbs to use with the Healing 3 Skill. These cost 4D each.&lt;br /&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;
== How do I send in my Downtime? ==&lt;br /&gt;
 [https://docs.google.com/forms/d/10VyO5UJcd9C2ehghb2Oaq9n_Senh59lJS1ElqVyEP3g/viewform?usp=send_form You may submit your downtime here]&lt;br /&gt;
&lt;br /&gt;
*Please do not email in downtimes, we are managing them via a spreadsheet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Doing nothing===&lt;br /&gt;
No Flag, No Country is a Live-Action Roleplaying Game, not a play by email RPG. If you don’t want to submit a downtime, that’s fine!&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1723</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1723"/>
		<updated>2015-03-12T12:34:47Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The Heartbeat of the World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
It is believed that pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. (OC: this is the {{call|REFRESH}} call)&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a {{gloss|Paradigm}}, a belief or ideal that the Character uses to project their Soul onto the world, spending Stamina to cause supernatural effects. Individuals with a strong {{gloss|Paradigm}} can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a {{gloss|Paradigm}}, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored {{gloss|Stamina}} to reinforce your {{gloss|Paradigm}} against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A {{gloss|Focus}} is a shortcut that allows a user to store the memory of how to perform a {{gloss|Spell}}, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Rituals|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Iinhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place which [[Strangers]] inhabit and from which Divine and unnatural influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Strangers come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Strangers.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sacrifice ===&lt;br /&gt;
Sacrificing a sentient being is usually accomplished by killing someone with a sacrificial knife or or on a sacrificial altar. Owning either is usually considered evidence of Murder or membership of an illegal cult.&lt;br /&gt;
&lt;br /&gt;
When you sacrifice someone, you are hijacking their soul and consuming their Paradigm. They cannot go to where they should in the Beyond. Sacrificing people is considered worse than murder, as it is a crime against the very soul. &lt;br /&gt;
&lt;br /&gt;
Sacrifice can power up items, rituals etc a lot. It can also empower a person committing the sacrifice.&lt;br /&gt;
Sacrificing someone to a Stranger gives that being the power. That being is probably better at dealing with eating Paradigms than you. It can choose how much power to give you. In order for this to work, the Stranger needs to be manifested or the power aimed with an altar or sacrificial knife.&lt;br /&gt;
&lt;br /&gt;
All gods are known by their followers to detest sacrifice, especially to themselves.&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1722</id>
		<title>Summary Sheet</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1722"/>
		<updated>2015-03-12T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Combat=&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;
*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;
*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. &lt;br /&gt;
&lt;br /&gt;
==Calls==&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/MAN DOWN ====&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;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. &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;
==== &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;
====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. You will be briefed if it does.&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 participate in Rituals, 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.&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. &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&#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;
&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 regain N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. Typically after the fight this hit you in.&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. &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;
==== 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;
== Dying ==&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;
*A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}.&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;
*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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
*An unresisting character can be {{gloss|executed}} with 10 seconds of roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}. Alternatively, you may give the victim a Wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
*If your PC has been reduced to 0 hits, you must tell a Ref so they can give you a Wound card. 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;
*PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion.&lt;br /&gt;
*A {{gloss|PC}} loses 2 levels of {{gloss|wounds}} after each {{gloss|interactive}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unfinished]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1721</id>
		<title>Summary Sheet</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Summary_Sheet&amp;diff=1721"/>
		<updated>2015-03-12T12:30:56Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* CURSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Combat=&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;
*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;
*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. &lt;br /&gt;
&lt;br /&gt;
==Calls==&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/MAN DOWN ====&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;
==== TOO HARD ====&lt;br /&gt;
Call this if you&#039;ve been hit too hard by somebody. &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;
==== &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;
====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. You will be briefed if it does.&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 participate in Rituals, 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.&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. &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&#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;
&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 regain N {{gloss|hits}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== CURSE ====&lt;br /&gt;
See a {{gloss|ref}} as soon as possible. Typically after the fight this hit you in.&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. &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;
==== 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;
== Dying ==&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;
*A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}.&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;
*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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
*An unresisting character can be {{gloss|executed}} with 10 seconds of roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}. Alternatively, you may give the victim a Wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
*If your PC has been reduced to 0 hits, a Ref will give you a Wound card. 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;
*PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion.&lt;br /&gt;
*A {{gloss|PC}} loses 2 levels of {{gloss|wounds}} after each {{gloss|interactive}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unfinished]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Alfar&amp;diff=1720</id>
		<title>The Alfar</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Alfar&amp;diff=1720"/>
		<updated>2015-03-12T12:23:45Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Playing Alfar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alfar &amp;quot;history&amp;quot; is a tangled mess of braggartry and arguments about whose lineage was the most Glorious. The only agreement they have is that it was an Alfar who developed the Rituals of Protection able to shield a body from mundane blows. As the tale goes, they did it in order to crush all comers in the fighting pit before their advantage was uncovered. There’s barely an Alf alive who doesn’t claim descent from them and argue about their identity.&lt;br /&gt;
&lt;br /&gt;
That story is something of a creation myth for the Alfar, as since then they’ve been furiously competing to enhance themselves further with ritual changes to their bodies. The pointy ears seem to be a side-effect of this.&lt;br /&gt;
&lt;br /&gt;
Alfar naturally live a long time due to their extensive biomantic enhancements but this has been compensated for by a society big on martial glory and promotion by way of dead Alf’s boots. You’re typically lucky to hit 60. They are the Nation least satisfied with the last 20 years of peace. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Life as an Alf==&lt;br /&gt;
Alfär are given a life-path when they are young. An important result of this is that Alfär have a lesser understanding of gender than Ozgur or humans. Many choose to present with gender-neutral pronoun of &amp;quot;they&amp;quot; rather than &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot; and mix clothing styles based on how GLORIOUS they look as opposed to by gender.&lt;br /&gt;
&lt;br /&gt;
Alfar have a strong concept of Glorious Combat. To show your superiority over another Alf is Glorious. To raid in warfare or piracy is Glorious, but doing so in the local continent these days is considered Foolhardy and Laughable. This is due to the other two Nations ganging up on Pirates and sinking your longship and everyone else’s with extreme prejudice. They tend to range further afield now, trading and pillaging far-off lands. (&#039;&#039;Please note this should not be used to portray attitudes close to real-world colonialism or racism&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Showing superiority over another Alfar is the most Glorious pursuit. Continuing rivalries with the Ignoble Species is considered somewhat embarrassing, as it is not devoting your time to sparring worthy rivals. You&#039;re already better than them, you don&#039;t need to waste time showing off about such petty achievements.&lt;br /&gt;
&lt;br /&gt;
Alfär are not a romantic race. Their actions are not designed to win hearts, but for the story. Every Alfär has a narrative, that they spend their lifetime crafting, and which they wear in the form of their trophies. Indeed, any passerby who is foolish enough to look long enough at one of them will usually get part of the dramatic spiel. Emotions are part of this, but love is not one of them: it drives the Alfär too close to their natural habit of exploding in a flame of ship wreckage and experimental weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Playing Alfar==&lt;br /&gt;
Alfär should appeal to players who want to act, fight and generally enjoy the concept of bragging over a pint. An Alfär can also be played as a strategist, or alternately someone who leaps into things without a second thought: though ideally one should be tempered by the other. Dead fools tell no tales, but without the courage to take risks, how will you be Glorious?&lt;br /&gt;
&lt;br /&gt;
There is also room for the more eccentric Alfär: a trader who is well known for obtaining the rarest goods from the most dangerous location, and is known to brag about it, is always . Similarly, Alfär can find glory in the most surprising things, but they should have to expect to defend this  To play an Alfär, extroversion is key.&lt;br /&gt;
&lt;br /&gt;
==Fictional Inspirations==&lt;br /&gt;
*The Viper from Game of Thrones is a good example, with his intelligent plans alongside a tendency to embrace life in all its forms. Similar, his daughters, the Sand Snakes.&lt;br /&gt;
*Starbuck from the new Battlestar Galactica.&lt;br /&gt;
*River Song&#039;s flair for drama and show tempered by intellect would make her an excellent Crusader. Similarly Captain Jack Harkness.&lt;br /&gt;
*Lord Flashheart from the Blackadder series.&lt;br /&gt;
*Gimli and Legolas&#039;s rivalry is a truly Alfar friendship. Eowyn would also make an excellent Alfar, though wouldn&#039;t need to disguise as a man to go challenge some horrendous monster.&lt;br /&gt;
&lt;br /&gt;
== What they are not ==&lt;br /&gt;
*18th Century Pirates&lt;br /&gt;
**No frockcoats and tricorns please.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Alfar]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=1719</id>
		<title>Church of the Celebrant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=1719"/>
		<updated>2015-03-12T12:03:57Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Costume */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Freedom and Pride. The Passion and the Victory. Usually depicted as a rotund, cheery man with a foaming flagon in one hand and a notched, worn sword in the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Skill:&#039;&#039;&#039; [[Prof:Psychomancy|Psychomancy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Faction Symbol:&#039;&#039;&#039; A tankard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theology ==&lt;br /&gt;
&lt;br /&gt;
Celebrant is the triumph you feel in victory. He is the adoring crowd cheering a master bard. He is the welcome cup of tea after a grueling day in the fields. The Church of Celebrant ensures that people see his hand in every moment of pride and passion in their lives. Achievements should be celebrated, milestones witnessed, and the dead given a fitting tribute recalling their finest hours. The Church therefore seems like more of an event-organizing group. Different areas can expect different results from ignoring this service. in most areas disgustingly dressed and loud people will gatecrash any event where the Church was not given at least a token invite, whereas in some regions there are rumours that sometimes couples go missing on their honeymoon if no prayers were given to Celebrant on their Wedding day.&lt;br /&gt;
&lt;br /&gt;
Groves with Dryadic trees are just as common as luxurious temples as places of worship to Celebrant. One thing that unites them is that they are as well-appointed as the clergy can afford, usually with at least some ornamentation and furniture they have made themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
&lt;br /&gt;
The Inquisition of Celebrant, as far as it seems to exist, is a loosely organised collection of agents. Some devote their time to freeing slaves, and these “renegades” are a thorn in the side of the Vendicsal’s piracy operations. Others are known to make pilgrimage to the sites of violent conflict, and “set free” the tormented Phantoms that haunt them. Such mindless, aggressive Strangers are bound unchanging to one action, with nothing to take pride in and no passion but rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
&lt;br /&gt;
The Church of Celebrant believes that all should be free to achieve things they can be proud of. Whereas Aspirant is about self-improvement for its own sake, Celebrant is about having pride in whatever you accomplish, and showing that to the world. Celebrant’s church detests slavery as it makes your achievements the “property” of someone else. Other than that, they make little judgement on what acts you pride yourself on. One of the greatest gifts which can be given to Celebrant is a public performance dedicated to him. The approval of the crowd and the pride of the actors in their performance is a demonstration of Celebrant’s gifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
*The Church&#039;s followers enjoy music and noise. Bells, either carried or attached to costume are extremely popular.&lt;br /&gt;
*So too are small, portable, robust musical instruments like drums and tinwhistles.&lt;br /&gt;
*As a common holy symbol of Celebrant, tankards are both popular accessories of the faithful and a good way to ensure you&#039;re never short of a beverage.&lt;br /&gt;
*Swords are more common than other weapons, as then you can recreate the iconic Celebrant pose of sword in one hand, tankard in the other while preaching.&lt;br /&gt;
&lt;br /&gt;
== Five points on the Celebrant ==&lt;br /&gt;
&lt;br /&gt;
;They are here for others, to  proclaim their works and encourage their passions. &lt;br /&gt;
;The islands echo with the wails of chained spirits.&lt;br /&gt;
:Set free the imprisoned Strangers, let the victims of whatever happened here go to their rest.&lt;br /&gt;
;Celebrant demands his tithe. &lt;br /&gt;
:Encourage pride and revelry, and see he gets his due credit.&lt;br /&gt;
;Slavery is illegal here, and you have a perfect chance to punish such sinners ruthlessly.&lt;br /&gt;
;Do not be idle &lt;br /&gt;
:While Celebrant tells you to take pride in what you have achieved, do not let this stop you from achieving more things to be proud of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Celebrant_Church|Legends of the Celebrant]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Celebrant]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=1718</id>
		<title>Church of the Celebrant</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Church_of_the_Celebrant&amp;diff=1718"/>
		<updated>2015-03-12T12:00:45Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Costume */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;God of Freedom and Pride. The Passion and the Victory. Usually depicted as a rotund, cheery man with a foaming flagon in one hand and a notched, worn sword in the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Skill:&#039;&#039;&#039; [[Prof:Psychomancy|Psychomancy]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Faction Symbol:&#039;&#039;&#039; A tankard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theology ==&lt;br /&gt;
&lt;br /&gt;
Celebrant is the triumph you feel in victory. He is the adoring crowd cheering a master bard. He is the welcome cup of tea after a grueling day in the fields. The Church of Celebrant ensures that people see his hand in every moment of pride and passion in their lives. Achievements should be celebrated, milestones witnessed, and the dead given a fitting tribute recalling their finest hours. The Church therefore seems like more of an event-organizing group. Different areas can expect different results from ignoring this service. in most areas disgustingly dressed and loud people will gatecrash any event where the Church was not given at least a token invite, whereas in some regions there are rumours that sometimes couples go missing on their honeymoon if no prayers were given to Celebrant on their Wedding day.&lt;br /&gt;
&lt;br /&gt;
Groves with Dryadic trees are just as common as luxurious temples as places of worship to Celebrant. One thing that unites them is that they are as well-appointed as the clergy can afford, usually with at least some ornamentation and furniture they have made themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inquisition ===&lt;br /&gt;
&lt;br /&gt;
The Inquisition of Celebrant, as far as it seems to exist, is a loosely organised collection of agents. Some devote their time to freeing slaves, and these “renegades” are a thorn in the side of the Vendicsal’s piracy operations. Others are known to make pilgrimage to the sites of violent conflict, and “set free” the tormented Phantoms that haunt them. Such mindless, aggressive Strangers are bound unchanging to one action, with nothing to take pride in and no passion but rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
&lt;br /&gt;
The Church of Celebrant believes that all should be free to achieve things they can be proud of. Whereas Aspirant is about self-improvement for its own sake, Celebrant is about having pride in whatever you accomplish, and showing that to the world. Celebrant’s church detests slavery as it makes your achievements the “property” of someone else. Other than that, they make little judgement on what acts you pride yourself on. One of the greatest gifts which can be given to Celebrant is a public performance dedicated to him. The approval of the crowd and the pride of the actors in their performance is a demonstration of Celebrant’s gifts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
*The Church&#039;s followers enjoy music and noise. Bells, either carried or attached to costume are extremely popular.&lt;br /&gt;
*So too are small, portable, robust musiccal instruments like drums and tinwhistles.&lt;br /&gt;
*As a common holy symbol of Celebrant, tankards are both popular accessories of the faithful and a good way to ensure you&#039;re never short of a beverage.&lt;br /&gt;
*Swords are more common than other weapons, as then you can recreate the iconic Celebrant pose of sword in one hand, tankard in the other while preaching.&lt;br /&gt;
&lt;br /&gt;
== Five points on the Celebrant ==&lt;br /&gt;
&lt;br /&gt;
;They are here for others, to  proclaim their works and encourage their passions. &lt;br /&gt;
;The islands echo with the wails of chained spirits.&lt;br /&gt;
:Set free the imprisoned Strangers, let the victims of whatever happened here go to their rest.&lt;br /&gt;
;Celebrant demands his tithe. &lt;br /&gt;
:Encourage pride and revelry, and see he gets his due credit.&lt;br /&gt;
;Slavery is illegal here, and you have a perfect chance to punish such sinners ruthlessly.&lt;br /&gt;
;Do not be idle &lt;br /&gt;
:While Celebrant tells you to take pride in what you have achieved, do not let this stop you from achieving more things to be proud of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supplemental Reading ==&lt;br /&gt;
* [[History_of_the_Celebrant_Church|Legends of the Celebrant]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Celebrant]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=1667</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=1667"/>
		<updated>2015-03-05T09:22:10Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The War of Igimund&amp;#039;s Rift */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major events before the present day, and the debate over Mat Sellah&lt;br /&gt;
&lt;br /&gt;
== The Calendar ==&lt;br /&gt;
It is 614 Post-Collapse. (PC) The calendar is dated on the year that the last Emperor of the Unnamed Empire was dethroned. There is some speculation over whether this is accurate, but the calendar is universally accepted as a means for counting years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The War of Igimund&#039;s Rift ==&lt;br /&gt;
&lt;br /&gt;
It has been two decades since the War of Igimund’s Rift. A portal to the Beyond opened, drawing magi, priests and academics from across the three Nations and further afield. In defiance of the custom that Portals should be available to all, Clan Igimund of the Vendicsal seized it, sure that they could use its power to make recapture too expensive. Their extortion attempt failed, but not before each Nation, Guild and Church’s research delegations had called in reinforcements, triggering a confused and bloody fight as each Faction saw others as trying to steal the Portal, culminating in the disruption of its energies. The war was ended with a combined Ozgur and Explorer Church peace deal that sought to determine responsibility for the conflict and prevent another. This deal was known as the Treaty of Ozgur Sehir.&lt;br /&gt;
&lt;br /&gt;
== The Discovery of Mat Sellah ==&lt;br /&gt;
&lt;br /&gt;
A recent Hegemony expedition to find a rumoured Fourth Continent came across an island chain curiously not visible from the shore despite its relatively close distance. Divinatory Rituals uncovered a new Portal in this archipelago, and the expedition quickly returned for a larger group to explore the interior. They found a land dotted with ruins of a fallen civilisation, with no settlements other than the occasional village that claimed descent from shipwrecked mariners. These villagers called the archipelago Mat Sellah. &lt;br /&gt;
&lt;br /&gt;
The Nations, Guilds and Churches have all sent delegations to Mat Sellah. Fortunately, the reefs surrounding it make a direct invasion close to impossible, as only small boats can safely navigate through. Despite this, fear of treachery is ever-present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=1666</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=History&amp;diff=1666"/>
		<updated>2015-03-04T23:22:37Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The War of Igimund&amp;#039;s Rift */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major events before the present day, and the debate over Mat Sellah&lt;br /&gt;
&lt;br /&gt;
== The Calendar ==&lt;br /&gt;
It is 614 Post-Collapse. (PC) The calendar is dated on the year that the last Emperor of the Unnamed Empire was dethroned. There is some speculation over whether this is accurate, but the calendar is universally accepted as a means for counting years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The War of Igimund&#039;s Rift ==&lt;br /&gt;
&lt;br /&gt;
It has been two decades since the War of Igimund’s Rift. A portal to the Beyond opened, drawing magi, priests and academics from across the three Nations and further afield. In defiance of the custom that Portals should be available to all, Clan Igimund of the Vendicsal seized it, sure that they could use its power to make recapture too expensive. Their extortion attempt failed, but not before each Nation, Guild and Church’s research delegations had called in reinforcements, triggering a confused and bloody fight as each Faction saw others as trying to steal the Portal, culminating in the disruption of it&#039;s energies and the destruction of the mountain is was situated inside. The war was ended with a combined Ozgur and Explorer Church peace deal that sought to determine responsibility for the conflict and prevent another. This deal was known as the Treaty of Ozgur Sehir.&lt;br /&gt;
&lt;br /&gt;
== The Discovery of Mat Sellah ==&lt;br /&gt;
&lt;br /&gt;
A recent Hegemony expedition to find a rumoured Fourth Continent came across an island chain curiously not visible from the shore despite its relatively close distance. Divinatory Rituals uncovered a new Portal in this archipelago, and the expedition quickly returned for a larger group to explore the interior. They found a land dotted with ruins of a fallen civilisation, with no settlements other than the occasional village that claimed descent from shipwrecked mariners. These villagers called the archipelago Mat Sellah. &lt;br /&gt;
&lt;br /&gt;
The Nations, Guilds and Churches have all sent delegations to Mat Sellah. Fortunately, the reefs surrounding it make a direct invasion close to impossible, as only small boats can safely navigate through. Despite this, fear of treachery is ever-present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Disguises&amp;diff=1602</id>
		<title>Disguises</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Disguises&amp;diff=1602"/>
		<updated>2015-01-30T11:07:48Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*If you wear a disguise it is only as good as the phys-rep you use&lt;br /&gt;
*You must answer truthfully if you are OOC challenged about your disguise&lt;br /&gt;
*You must not disguise yourself as a member of a different  species unless you have successfully used Biomancy to do this.&lt;br /&gt;
*It is perfectly acceptable for you to wear a disguise whilst in character (IC). &lt;br /&gt;
*Your ability to change your character’s appearance is only ever as effective as the phys-rep that you use; so if someone recognizes you then they may choose to recognize your character, regardless of the method used to change your appearance.&lt;br /&gt;
*NPCs may have more effective disguises, since they may be played by multiple people, unlike PCs. If you have IC reason to believe an NPC is one you previously met, feel free to challenge them OOC in spite of the person playing them being different.&lt;br /&gt;
&lt;br /&gt;
If you believe you recognize a character that you have met previously who appears to be in disguise then you may check out of character (OOC) by asking the player. You can ask if they are playing a character by name or by reference to a meeting you have had but you cannot simply ask if they are in disguise. You may ask a referee to check a character’s identity to avoid asking them directly. If another player asks you if you are playing a specific character in disguise then you must answer truthfully.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Disguises&amp;diff=1601</id>
		<title>Disguises</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Disguises&amp;diff=1601"/>
		<updated>2015-01-30T11:07:33Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*If you wear a disguise it is only as good as the phys-rep you use&lt;br /&gt;
*You must answer truthfully if you are OOC challenged about your disguise&lt;br /&gt;
*You must not disguise yourself as a member of a different  species unless you have successfully used Biomancy to do this.&lt;br /&gt;
*It is perfectly acceptable for you to wear a disguise whilst in character (IC). &lt;br /&gt;
*Your ability to change your character’s appearance is only ever as effective as the phys-rep that you use; so if someone recognizes you then they may choose to recognize your character, regardless of the method used to change your appearance.&lt;br /&gt;
*NPCs may have more effective disguises, since they may be played by multiple people, unlike PCs. If you have IC reason to believe an NPC is one you previously met, feel free to challenge them OC in spite of the person playing them being different.&lt;br /&gt;
&lt;br /&gt;
If you believe you recognize a character that you have met previously who appears to be in disguise then you may check out of character (OOC) by asking the player. You can ask if they are playing a character by name or by reference to a meeting you have had but you cannot simply ask if they are in disguise. You may ask a referee to check a character’s identity to avoid asking them directly. If another player asks you if you are playing a specific character in disguise then you must answer truthfully.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Template:StartingXP&amp;diff=1568</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=1568"/>
		<updated>2015-01-18T19:50:36Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;24&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=1566</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=1566"/>
		<updated>2015-01-15T15:22:24Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* 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;
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;
==Announcements==&lt;br /&gt;
&lt;br /&gt;
===Recent Updates: ===&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;
*This week, any new PCs have {{StartingXP}} XP. &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;
*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;
&lt;br /&gt;
&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>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=General_Rules&amp;diff=1525</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=1525"/>
		<updated>2014-11-10T10:47:14Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Basic Combat Rules */&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. 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;
== Player Character Specifics ==&lt;br /&gt;
* A player character that has spent no experience has the following properties:&lt;br /&gt;
** They have 3 global {{gloss|hits}}&lt;br /&gt;
** They may gain 2 {{gloss|hits}} by wearing [[Armour|armour]] that covers their torso&lt;br /&gt;
** They have 0 {{gloss|stamina}}&lt;br /&gt;
** They earn 32 {{gloss|Ducatto}} per week.&lt;br /&gt;
&lt;br /&gt;
They also have access to the following two {{gloss|abilities}}:&lt;br /&gt;
&lt;br /&gt;
{{Ability|First Aid|&lt;br /&gt;
{{gloss|Factions}} like their agents to have at least a bit of first aid training. You can pause another character’s {{gloss|bleed count}} by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call {{call|CURE}} 1 on the {{gloss|dying}} character.&lt;br /&gt;
&lt;br /&gt;
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.}}&lt;br /&gt;
&lt;br /&gt;
{{Ability|Catch Breath|&lt;br /&gt;
If you are not in a {{gloss|stressful situation}} you can spend 60 seconds to cure any locations ruined by {{call|CRUSH}} and restore all {{gloss|hits}}, but you will take a {{gloss|wound}} from pushing yourself too far; see a {{gloss|ref}}. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.}}&lt;br /&gt;
&lt;br /&gt;
== Dying ==&lt;br /&gt;
&lt;br /&gt;
If your character reaches 0 {{gloss|hits}}, you should fall to the floor. Your character is now {{gloss|dying}}.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|dying}} character who receives a {{call|CURE}} call ceases to be {{gloss|dying}}, as they regain hits.&lt;br /&gt;
&lt;br /&gt;
Someone who is {{gloss|dying}} can neither move under their own power nor take any IC action except talking. A {{gloss|dying}} character cannot resist any action taken on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terminal ===&lt;br /&gt;
&lt;br /&gt;
After spending 120 seconds {{gloss|dying}}, a {{gloss|character}} becomes {{gloss|terminal}}. They cannot be saved by any means, and the {{gloss|player}} may choose when the {{gloss|character}} dies. A {{Gloss|character}} may only remain {{gloss|terminal}} until the end of the next {{gloss|interactive}}. While {{gloss|terminal}} a {{gloss|character}} should roleplay being mortally wounded.&lt;br /&gt;
&lt;br /&gt;
A {{gloss|terminal}} character who receives a {{call|CURE}} call is able to walk but is otherwise treated as {{gloss|dying}}. If they take any damage, they should fall over until they receive another {{call|CURE}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Executions and Wounding ===&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be {{gloss|executed}} with 10 seconds spent roleplaying delivering an obvious deathblow to the target with a weapon. Call {{gloss|EXECUTE}}.&lt;br /&gt;
&lt;br /&gt;
Someone who is not actively resisting can be given a {{gloss|wound}} instead of completely being executed. This takes 10 seconds&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
&lt;br /&gt;
If your PC becomes {{gloss|dying}}, either a {{gloss|ref}} will come over to you or you should remind a {{gloss|ref}} at the end of the {{gloss|encounter}}. You will then receive an appropriate {{gloss|wound card}} with 8 levels of {{gloss|wounds}} on it. Your PC has the the first level of {{gloss|wound}} on the card, and each subsequent time they become {{gloss|dying}}, they go up a level.&lt;br /&gt;
&lt;br /&gt;
PCs may also receive {{gloss|wound}}s  at {{gloss|ref}} discretion. Refs may also hand out extra levels of {{gloss|wound}}s that have their own cards. For example, your PC is attacked by a poisonous monster. You gain a card with a specific extra {{gloss|wound}} of &amp;quot;POISONED: Lose 1 Maximum Hit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A character&#039;s {{gloss|wounds}} heal naturally over time, and a {{gloss|PC}} loses 2 levels of {{gloss|wounds}} at the end of each {{gloss|interactive}}, regardless of whether they were played or not. &lt;br /&gt;
&lt;br /&gt;
{{gloss|Wounds}} may by physical or mental, this has no effect on the {{gloss|skill needed}} to treat them, it is always the Healing {{gloss|skill}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Character ==&lt;br /&gt;
&lt;br /&gt;
To create a character you must decide on the following 3 things:&lt;br /&gt;
&lt;br /&gt;
#A faction membership&lt;br /&gt;
#A background&lt;br /&gt;
#A list of {{gloss|skills}}&lt;br /&gt;
&lt;br /&gt;
For a description of the mechanics of creating a character see [[Character_Creation_Mechanics|Character Creation Mechanics]].&lt;br /&gt;
&lt;br /&gt;
Conversely, for a more in-depth look at the process behind taking a character concept and developing it into a fully fledged character see [[How_to_Create_a_Character|How to Create a Character]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Reading ==&lt;br /&gt;
* [[Armour|Armour]]&lt;br /&gt;
* [[Spells_and_Strikes|Spells and Strikes]]&lt;br /&gt;
* [[Magical_Items|Magical Items]]&lt;br /&gt;
* [[Rituals|Rituals]]&lt;br /&gt;
* [[Revenant|Revenant]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Prof:Transmutation&amp;diff=1467</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=1467"/>
		<updated>2014-10-18T07:42:42Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &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,  Ease Pain, chose one when you first s&lt;br /&gt;
take this skill. They do what they say, work at touch range and have no mechanical effect, working only briefly. You may research more of these in-character.}}&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}}. This {{gloss|ritual}} takes 10 seconds to begin, after which {{gloss|participants}} may leave. 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. Only the {{gloss|leader}} is required to continue the Ritual.  You may use these calls at any time in the current {{gloss|encounter}}, and save them up. If the {{gloss|leader}} move from the spot, the {{gloss|ritual}} ends. When the Ritual ends, the {{gloss|leader}} loses the calls. The maximum number of calls is equal to the number of {{gloss|participants}} +1. 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]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=1381</id>
		<title>The Factions</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=The_Factions&amp;diff=1381"/>
		<updated>2014-10-11T21:43:50Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The Churches */&lt;/p&gt;
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&lt;div&gt;The player characters (PCs) are all agents of one of the Treaty of Ozgur Sehir Signatory Factions. These are the main bodies that hold diplomatic power in the world, and each has very different goals, play-styles and inspirations. As an agent of one of the Factions, you have been assigned to Mat Sellah to exploit the Portal, explore these mysterious islands, and keep the peace as best you can.&lt;br /&gt;
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== The Treaty ==&lt;br /&gt;
The treaty that resulted from The War of Igimund&#039;s Rift, and the law that resulted from it.&lt;br /&gt;
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[[The_Treaty_of_Ozgur_Sehir|Read More]]&lt;br /&gt;
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== The Nations ==&lt;br /&gt;
With the fall of the Unnamed Empire, geographically the world was divided into three major territorial principalities, each of which has developed into a powerful faction by the time of Mat Sellah&#039;s discovery. Every PC has lived in one of the three Nations, and that culture will affect their outlook and costume choices. They may be an Agent of their home Nation, or they may be working for one of the Guilds or Churches below. &lt;br /&gt;
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=== The Hegemony ===&lt;br /&gt;
The Hegemony are a large militia formed from the remnants of the Unnamed Empire, whose goal is to spread their influence across the varied lands.&lt;br /&gt;
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[[The_Hegemony|Read More]]&lt;br /&gt;
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=== The Democracy ===&lt;br /&gt;
The Democracy are a body devoted to maintaining the hard-fought peace, a faction based around bureaucracy and research.&lt;br /&gt;
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[[The_Democracy|Read More]]&lt;br /&gt;
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=== The Vendicsal ===&lt;br /&gt;
The Vendicsal are a loosely organized group of raiders, who aim to profit from the new portal. &lt;br /&gt;
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[[The_Vendicsal|Read More]]&lt;br /&gt;
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== The Churches ==&lt;br /&gt;
The Churches were formed around those who believed in a better place for those who died, and heard the voices of four Gods in the Beyond who aim to shape the realm. Their passionate followers established each one&#039;s political power. Within the Churches, symbols of faith are varied, although a common one is given for each. &lt;br /&gt;
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Some think it appropriate to make offerings whenever they do something associated with that God&#039;s domain, others see a single God as their patron, and give minimal appreciation to the others. &lt;br /&gt;
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=== The Explorer ===&lt;br /&gt;
The Church of the God of Truth and Knowledge, pursues the hidden and the unknown.&lt;br /&gt;
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[[Church_of_the_Explorer|Read More]]&lt;br /&gt;
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=== The Aspirant ===&lt;br /&gt;
The Church of the God of Power and Perfection, seeks to inspire those who are low.&lt;br /&gt;
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[[Church_of_the_Aspirant|Read More]]&lt;br /&gt;
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=== The Celebrant ===&lt;br /&gt;
The Church of the God of Freedom and Pride, encourages self-confidence and accomplishments.&lt;br /&gt;
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[[Church_of_the_Celebrant|Read More]]&lt;br /&gt;
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=== The Builder ===&lt;br /&gt;
Church of the God of Community and Loyalty, their mission is to create and protect an ordered society.&lt;br /&gt;
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[[Church_of_the_Builder|Read More]]&lt;br /&gt;
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== The Guilds ==&lt;br /&gt;
Whereas the rule of the Churches is cemented by their positions as the only way to ensure your soul goes somewhere better when you die, the Guilds exist only insofar as they can maintain their legal monopolies.&lt;br /&gt;
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Guilds have a monpoly on providing their services professionally. For example, the Hegemony Army has a core of Guild-accredited Physicians, but were these to treat private patients for a fee, they would be breaking Guild law. Below are some of the Guilds who have sent Agents to Mat Sellah. Other guilds do not have enough of a presence to support a PC-driven mission. Three Guilds have sent formal delegations to Mat Sellah. These are the Guild of Caravaneers, the Guild of Mages and the Guild of Antiquarians.&lt;br /&gt;
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=== The Guild of Antiquarians ===&lt;br /&gt;
The Guild of Antiquarians have a monopoly on “the professional recovery of unique historical or cultural artifacts”. In short, they steal things that belong in a museum. They are backed by various wealthy patrons who are looking for a classy memento of a far flung land.&lt;br /&gt;
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[[Guild_of_Antiquarians|Read More]]&lt;br /&gt;
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=== The Guild of Caravaneers ===&lt;br /&gt;
Holds a practical monopoly on trading between cities, and are more than willing to enforce blockades against non-Guild traders. They are instrumental in the anti-smuggler blockade of Mat Sellah and supplying Agents. They are also known to hire out their caravan guards and Agents as mercenaries to other Factions, taking advantage of their reputation for professionalism and neutrality.&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039;  &#039;&#039;While you can play a character in the caravaneers, you should be aware that this faction is mostly present for worldbuilding reasons and NPC use, and so you may get less direct plot and opportunities than in other factions&#039;&#039;&lt;br /&gt;
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[[Guild_of_Caravaneers|Read More]]&lt;br /&gt;
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=== The Guild of Mages ===&lt;br /&gt;
The Mages are approved to perform &amp;quot;extensive bleeding-edge Paradigmatic research&amp;quot;. The uncharitable would say they are a secure place for the unstable but influential to blow themselves up in interesting new ways. They recieve grants from wealthy individuals, nations and other guilds to research risky propositions for them.&lt;br /&gt;
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[[Guild_of_Mages|Read More]]&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1263</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Glossary&amp;diff=1263"/>
		<updated>2014-10-09T12:16:23Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
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&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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=== 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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=== 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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===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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===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 either calls of REFRESH or your character using the Catch Breath {{gloss|ability}}.&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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===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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===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;
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Popular foci include embroidered badges that also serve as belt tags, alchemical bottles, and large chunky pieces of jewellery. Most foci are about the size of the user&#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;
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===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|Hits]] {{gloss|skill}} or the [[Combat_Skills|Armour]] {{gloss|skill}}.&lt;br /&gt;
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=== 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;
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===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;
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=== 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;
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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 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. {{Magical equipment}} must be recharged once a week using [[Prof:Talismancy|Talismancy]], at a cost in {{gloss|Ducatto}}.&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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=== 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 {{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;
&lt;br /&gt;
===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;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1242</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1242"/>
		<updated>2014-10-08T16:52:40Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* The Supernatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a {{gloss|Paradigm}}, an internal image of themself, their beliefs and their desires. Individuals with a strong {{gloss|Paradigm}} can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a {{gloss|Paradigm}}, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored {{gloss|Stamina}} to reinforce your {{gloss|Paradigm}} against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A {{gloss|Focus}} is a shortcut that allows a user to store the memory of how to perform a {{gloss|Spell}}, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Rituals|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Iinhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and unnatural influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Strangers come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Strangers.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1241</id>
		<title>Magic and the Supernatural</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Magic_and_the_Supernatural&amp;diff=1241"/>
		<updated>2014-10-08T16:52:26Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Life and Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic and Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== The Heartbeat of the World ===&lt;br /&gt;
Pulses of life energy wash across the world on a regular basis. Most people notice these as a sudden feeling of alertness that swiftly passes, so regular and mild that they barely notice. These pulses seem to be slowed or accelerated by areas of  magical significance, such that the Heartbeat varies in rate depending on where you are. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paradigms ===&lt;br /&gt;
Every being has a {{gloss|Paradigm}}, an internal image of themself, their beliefs and their desires. Individuals with a strong {{gloss|Paradigm}} can use it to store energy in their Soul as it passes through them, then focus it to their own ends. Whether that be from a Mage’s deliberate creation of a {{gloss|Paradigm}}, a priest’s faith in their God’s work, or a soldier’s discipline. This stored energy is known as Stamina.&lt;br /&gt;
&lt;br /&gt;
The easiest use of the energy is to strengthen your mind against outside interference, as you use the stored {{gloss|Stamina}} to reinforce your {{gloss|Paradigm}} against meddling. The next step is being able to use the Stamina to affect the body. By channelling it into your sword-arm, feats of supernatural might are possible, beyond what anyone could achieve through physical training alone.  The most subtle use of Stamina is to project it beyond the body. Generally this takes some time as you focus the power to a more complex purpose. A {{gloss|Focus}} is a shortcut that allows a user to store the memory of how to perform a {{gloss|Spell}}, letting them cast it in a few seconds as opposed to a minute or so working it out from scratch each time.&lt;br /&gt;
&lt;br /&gt;
=== Rituals ===&lt;br /&gt;
[[Rituals|Rituals]] are ways of combining Paradigms, more people getting involved means more energy for the Ritual. The person leading the ritual is enforcing a defined worldview, those with them are sharing the belief that this is possible. Rituals involve putting belief onto the world. &lt;br /&gt;
&lt;br /&gt;
For an individual to use a given Ritual on the same target more than once in a day is dangerous, as they are trying to fit even more energy into the same place. This tends to cause the Soul energy to rebound back into the ritualist’s face with painful consequences.&lt;br /&gt;
&lt;br /&gt;
== The Supernatural ==&lt;br /&gt;
&lt;br /&gt;
=== Life and Death ===&lt;br /&gt;
The Soul Iinhabits the Body during life. Divorced from the Soul, the Body is incapable of movement. Divorced from the Body, the Soul is incapable of affecting the Realm. Souls are freed from the Body and enter the Beyond after death. Bodies are freed from the Soul and return to the stuff of the Realm after death. Death and life are defined by the Soul and Body’s relationship.&lt;br /&gt;
&lt;br /&gt;
=== The Realm, the Beyond, and the Portals between. ===&lt;br /&gt;
The Realm is the plane of existence that characters inhabit. The Beyond is a place from which Divine and unnatural influence flows into the Realm. Portals are places where the veil between the Realm and the Beyond is thinner than usual and denizens of the Beyond can influence the Realm.  Being near the Portal helps you hear the words of your God. It also means you’re close to where Strangers come through, if you’re interested in studying them. Being near a Portal seems to weaken the Soul’s ability to regenerate its energy. Portals fade after a few years of use, but even a closed Portal is enough of a connection to the Beyond to allow the use of certain powerful rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Revenants ===&lt;br /&gt;
Revenants are the Bodies of the dead, given movement by a spark of their creator’s Soul energy and intent through that master’s Paradigm. The simplest are made to turn the tide of a single combat, burning through their energy in a swift, violent burst. More complex Revenants are used as labourers or servants, or set walking in huge treadmills as a source of power. All Revenants burn out much quicker near the Portal. &lt;br /&gt;
Often temples to Aspirant, and sometimes to Builder, will have a workforce composed of Revenants. Bodies donated in this way are masked in order to preserve anonymity. Although undoubtedly useful, this practice of using dead bodies for labour is commonly seen as just plain creepy- the mask helps cover up the potential decay and static inhumanity of the body’s face.  To get “masked” is a term for being raised as a Revenant which has entered into the parlance- capitalizing on this double-entendre, Explorers often declare that “Masking anything is a Sin”&lt;br /&gt;
&lt;br /&gt;
For more information on how Revenants work in-play, see the glossary page on [[Revenant|Revenants]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
Gods exist somewhere in the Beyond, and inspire their Faithful to build their idea of a better world. They are believed to desire worship but more importantly, action in their name.  The Inspirations of the Gods can only be heard at Portals, where the Realm is closest to the Beyond. Much of the work of Churches is taken up in cataloguing these Inspirations and determining which were the true word of their God, which were sent by meddling ritualists, and which were the temptations of Strangers.  Priests can often have quite different opinions on what is important to their God. Favoured priests may be rewarded with powers useful in doing their God’s work.&lt;br /&gt;
&lt;br /&gt;
To learn more about the four Gods, go to [[The_Factions#The_Churches|the Churches]].&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1018</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1018"/>
		<updated>2014-10-05T17:59:04Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|STOP THE GAME}}&lt;br /&gt;
::{{call|STOP THE GAME}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|STOP THE GAME}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|STOP THE GAME}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|STOP THE GAME}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark. Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it. As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the common reason for this)&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule. You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker. They must be under 36&amp;quot; to do so.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|STOP THE GAME}} in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
Although racism within a species, sexism and other prejudice existed in the past of the setting, this has long since been discarded as ridiculous. On the other hand, each species in the game is sufficiently different that prejudices about them have some base in reality and tend to stick around. &lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality. We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the Exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1017</id>
		<title>Safety</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Safety&amp;diff=1017"/>
		<updated>2014-10-05T17:57:43Z</updated>

		<summary type="html">&lt;p&gt;Ivan: /* Weapon Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When taking part in any LARP, there&#039;s always a pile of rules to learn. Often, game mistakes are made, but they&#039;re not too terrible. Safety is the big exception. The Safety rules are extremely important, and all players must know and adhere to them. Nobody should LARP at all unless they&#039;re doing it safely. With that in mind, please read and become familliar with these guidelines before starting to play.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== General Safety ==&lt;br /&gt;
;Your own safety &lt;br /&gt;
:Nobody else is responsible for stopping you doing something silly. If you jump in the river, or throw yourself to the ground in an elaborate but leg-breaking fashion, then it&#039;s your own fault. If you are injured or tired or feel unwell, you should remove yourself from play and let a ref know. Use common sense. If you have a condition that other players should know about, then inform the refs before entering play, so they can inform everyone before play starts to keep you safe.&lt;br /&gt;
;The safety of people around you&lt;br /&gt;
:If you see something unsafe happening, or feel that someone is acting in an unsafe manner, then you should do what you can to make sure they know about it. There are a number of ways to go about this:&lt;br /&gt;
:;{{call|STOP THE GAME}}&lt;br /&gt;
::{{call|STOP THE GAME}} is an out of character &amp;quot;call&amp;quot; that any player can use to alert all players to a dangerous situation. If somebody shouts {{call|STOP THE GAME}} you should immediately drop out of character, and stop moving. Repeat the call to people who may not have noticed it. You should use the {{call|STOP THE GAME}} call if you feel unsafe for any reason, if a genuine injury occurs, or for situations where you need to stop play. We also use {{call|STOP THE GAME}} in NFNC for lost glasses which is why it&#039;s important to stop moving if you hear the call.&lt;br /&gt;
:;Informing the player responsible&lt;br /&gt;
::If appropriate, raise the attention of other players to dangers (such as if they are about to fall in the river) - or if they are acting unsafely. If somebody is hitting too hard, you can either inform a ref or call {{call|TOO HARD}}.&lt;br /&gt;
:;Inform a referee&lt;br /&gt;
::For non immediate issues, inform a referee.&lt;br /&gt;
:;Inform the exec&lt;br /&gt;
::If you would rather speak to the exec about a safety issue, this is fine.&lt;br /&gt;
;Listen to additional safety briefs&lt;br /&gt;
:There is usually a brief on safety for any new location we use to play (such as scout camps, forests and the like) - if you arrive late, ask a ref if there&#039;s anything you should be aware of. (for example, we often use coloured glowsticks to mark out hazards in the dark.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
;Never stab with non stab-safe weapons&lt;br /&gt;
:Larp weapons tend to have fibreglass or carbon fibre cores. Stabbing with them can cause the core to slip along the weapon and make it unsafe. It&#039;s also not nice to do it to people. This also applies to stabbing inanimate objects - resting a sword on the ground then leaning on it could also make it unsafe, so try to avoid this.&lt;br /&gt;
:In NFNC, Stabbing is only allowed with 2 handed compressible-tip polearms that have been specifically designed for that purpose. It is your responsibility as a player to ensure that any polearm you pick up is &amp;quot;stab safe&amp;quot; before using it to stab with. 2 hands must remain on and in control of the polearm at all times. Running the haft through your leading hand (also known as &amp;quot;snooker cueing&amp;quot;) to increase the reach is not acceptable.&lt;br /&gt;
;Pull your blows &lt;br /&gt;
:When striking with any larp weapon, try to land as light a blow as possible. If you are hitting someone too hard, they will tell you. If you feel that someone is hitting you too hard, you should tell them. Be especially mindful of this in the cold, where the foam in the weapons tends to become a little harder. Be especially mindful of this at night, because you can&#039;t see people in the dark. Be especially careful when throwing weapons, and practice beforehand to get a feel for their speed in the air.&lt;br /&gt;
;Be especially careful with head attacks&lt;br /&gt;
:Hitting someone hard in the head is bang out of order. Do not do it. As a general consideration, only attack someone on the head when it is the only viable target (a large shield is the common reason for this)&lt;br /&gt;
;Polearm Safety&lt;br /&gt;
:If you wish to use a polearm you must be run though a polearm competency check by the safety officer.&lt;br /&gt;
;Check your weapons regularly&lt;br /&gt;
:Damaged weapons can become unsafe to use, so inspect them for damage on occasion. If the society safety officer tells you a weapon is unsafe, it is unsafe.&lt;br /&gt;
;Don&#039;t throw cored weapons&lt;br /&gt;
:There are specially designed larp weapons that do not contain cores that are designed for throwing. Don&#039;t throw other weapons.&lt;br /&gt;
:Larpsafe javelins are specifically constructed with a collapsible tip and are the only exception to this rule. You must pass a safety check to use these weapons, and the javelins must be passed as safe for throwing by a society weapons checker. They must be under 36&#039;&#039; to do so.&lt;br /&gt;
;Don&#039;t fight with throwing weapons&lt;br /&gt;
:The person you are fighting will not know your weapon is uncored, and if you parry with the uncored weapon, they won&#039;t be expecting your weapon to bend.&lt;br /&gt;
;There is no grappling or shield bashing or physical fighting in our game&lt;br /&gt;
:Do not manhandle other people, it&#039;s not polite and we don&#039;t allow it. You may if you wish make a personal arrangement with another player to engage in more physical combat, however you should arrange this with each and every individual you wish to grapple with, and it is well worth checking on a per game basis that they are still fine with it - someone who is fine to grapple 1 week may have an injury the next. Just because one person is comfortable grappling with another does not mean either would be comfortable grappling with you. You should stop and ask before engaging in any physical interactions (such as picking someone up) unless you have arranged otherwise beforehand with them and know they will be comfortable with the situation.&lt;br /&gt;
;Bow Safety&lt;br /&gt;
:We use bows and crossbows in our game. If you wish to use a bow or a crossbow, you must first run through a bow competency check with the society safety officer or somebody delegated by them.  This will include how to check your arrows for the damage they will inevitably sustain.  After an encounter you should check all arrows for damage, any that have been damaged should not be used.  When firing judge your distance sensibly – if you shoot someone at point blank range the arrow will rebound straight into you - pointy bit first!&lt;br /&gt;
;Arrow Safety for all Players&lt;br /&gt;
:Arrows/bolts cannot be blocked by anything except a shield or a person.  You cannot parry them with weapons or catch them out of the air, this poses unacceptable risk that the arrow will spin and start travelling pointy end first.&lt;br /&gt;
:When fighting, it is good practice to break fight for a second and try to throw any arrows out of the way or move the fight away from a fallen arrow.  It is also good practice not to hit people doing this.  There are 2 excellent reasons for this:&lt;br /&gt;
:*Arrows are expensive; if you break them the archer will get upset.&lt;br /&gt;
:*Broken arrows are a world of sharp, and if you land on one you will get upset as it impales you.&lt;br /&gt;
&lt;br /&gt;
== Physical and Emotional Wellbeing ==&lt;br /&gt;
If a situation arises that makes you OOC uncomfortable, you do not need to continue roleplaying it if you do not want to. If this occurs, drop OOC and get a ref, and they will help resolve the situation OOC without further roleplaying. It is absolutely fine to call {{call|STOP THE GAME}} in this situation. If there is a specific issue that is likely to upset you and you are OK telling the refs about it, we&#039;re happy to discuss how we can avoid that situation occurring in the game. If you&#039;d prefer to speak to the Exec, that&#039;s fine too.&lt;br /&gt;
&lt;br /&gt;
References of any kind to non-consensual sex or sex with minors are not acceptable anywhere in the game; in uptime, downtime or character backgrounds. We will never include these in our plots and players must not make reference to these in the game.&lt;br /&gt;
&lt;br /&gt;
Although racism within a species, sexism and other prejudice existed in the past of the setting, this has long since been discarded as ridiculous. On the other hand, each species in the game is sufficiently different that prejudices about them have some base in reality and tend to stick around. &lt;br /&gt;
&lt;br /&gt;
It is not appropriate to play a character who is prejudiced on the basis of out-of-character physical differences, gender or sexuality. We recognise that people can unintentionally act like this despite their best efforts: if you believe another character to be acting in this fashion, you are encouraged to react to it in-character with the disgust and disdain appropriate for someone who has retained such backward beliefs.&lt;br /&gt;
&lt;br /&gt;
If you believe that a player is being intentionally or persistently discriminatory, please report this to us via the Exec.&lt;br /&gt;
&lt;br /&gt;
These rules are to ensure that everyone is free to enjoy the game without having to experience the kind of prejudice that might affect them in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The following list contains things that people often forget about, but which are useful to bear in mind. It is your own fault if you forget to pay them heed.&lt;br /&gt;
&lt;br /&gt;
*Don&#039;t fall in the river.&lt;br /&gt;
*If it is cold, remember to dress warmly.&lt;br /&gt;
*Remember to bring drinking water, especially if it is hot.&lt;br /&gt;
*Always wear appropriate footwear, especially if it is muddy.&lt;br /&gt;
*Don&#039;t lie on the floor behind people. If you are lying down in the middle of a melee and feel unsafe, quickly move yourself to be out of the way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=574</id>
		<title>Faction Regulation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=574"/>
		<updated>2014-09-28T23:00:29Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Faction has the right to punish and reward its own members as they see fit. This tends to be administered by Ambassadors (who are NPCs) or their appointed representatives (who may be PCs). Punishments tend to include fining the offender their pay for several weeks, putting them under the parole of a senior faction member, banning them from Rituals with other Agents, etc. Rewards might be money, equipment or the authority to call in NPC backup, skills or resources.&lt;br /&gt;
&lt;br /&gt;
In serious cases, matters are taken to trials made from various Faction members&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
An Accusation of Crime must be made by a named Individual or Faction (the Accuser). They must name a Suspect and their desired Punishment. The Suspect Faction or Individual is tried by Judges from 3 Factions that are neither the Accuser’s or Suspect’s Faction. Judges are picked quickly by the Suspect, who must pick from those nearby and should pick those who show willing. The Accuser can Veto one choice, disallowing it. The Accuser and the Suspect each have 2 minutes to make their case, then the Judges have 2 minutes to confer.&lt;br /&gt;
Note that conspiring, or attempting to conspire, with your Judges to avoid rightful punishment is a High Crime (Either interfering with the Trial if spontaneous or Undermining the Treaty if pre-meditated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
&lt;br /&gt;
All Judges must vote either Guilty or Not Guilty. A verdict requires 3 votes.&lt;br /&gt;
If all 3 Judges vote Guilty, the Suspect is punished. &lt;br /&gt;
If all 3 Judges vote Not Guilty then the Accuser is punished for Wrongful Accusation. &lt;br /&gt;
If the Judges cannot agree,  the final Vote may be gained from the result of a Trial by Combat. The combat is seen as a way to test the commitment of both parties to stand by their words, there is no belief the Gods or any other force will intervene. Only the person with the majority support of the Judges may call for a Trial by Combat, otherwise there is no punishment.&lt;br /&gt;
If there is no Trial by Combat, the case is adjourned as clearly the Accuser was insufficiently commited to the case.&lt;br /&gt;
&lt;br /&gt;
The Accused may request a Champion for this fight. Someone who volunteers as a champion will be punished alongside the Accused if they are found Guilty. If a faction is at fault, they may choose any champion who volunteers. The Trial lasts until one fighter concedes or may no longer fight under their own power. Killing the loser of a Trial by Combat flies in the face of all of Canon Law and is considered a High Crime (so an empowered Representative of the Wronged Faction may come, which is something no-one wants)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Influencing Factors ===&lt;br /&gt;
&lt;br /&gt;
Judges set the sentence, and if they feel a Wrongful Accusation was justified but ultimately incorrect, they may make the punishment much less severe. If they feel a Wrongful Accusation was particularly malicious, they may make the punishment more severe. If a Faction is found Guilty of a crime, the punishment is increased in proportion to the number of Faction members who took part in the crime. &lt;br /&gt;
&lt;br /&gt;
If a Faction is accused, but can show to the judges that they have already punished the offenders satisfactorily, they may be declared Not Guilty. If a person is Accused but has already been appropriately punished by their Faction this is a valid defence (Punishment removes the Guilt)&lt;br /&gt;
&lt;br /&gt;
Self Defense or prevention of a greater crime is a legal defence unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Petty ===&lt;br /&gt;
&lt;br /&gt;
Petty Crimes are things which do one of the following and are punishable by fines, curses, penal servitude, Wounding etc:&lt;br /&gt;
Raising a Revenant without the deceased or their Faction’s consent.&lt;br /&gt;
Assault &lt;br /&gt;
Petty theft (under 256 Ducatto)&lt;br /&gt;
Subversion of Guild Law (i.e. Selling newly acquired loot without one of the parties being an Antiquarian)&lt;br /&gt;
Reckless Endangerment (Any act that is unreasonably risky and could have caused multiple injuries. Usually Exploding Rituals)&lt;br /&gt;
Defacement: destruction of belongings worth under 256 Ducatto&lt;br /&gt;
Breach of Impartially Witnessed Verbal Contract&lt;br /&gt;
Unlawful Imprisonment (Including Slavery).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
Capital Crimes are things which include one of the following and are punishable by up to Mutilation, Deportation or Death. Capital Criminals may be freely reanimated as penal servitude. Only the Ambassador of the criminal’s faction or their representative may perform the punishment. &lt;br /&gt;
Raising a Revenant despite the objection of the deceased or their Faction.&lt;br /&gt;
Murder&lt;br /&gt;
Malsanguino  (Preventing a Dying person from receiving medical aid)- Self Defence is often very difficult to justify&lt;br /&gt;
Theft (over 256, under 5000 Ducatto)&lt;br /&gt;
Vandalism: Destruction of belongings worth over 256 and under 10,000 Ducatto&lt;br /&gt;
Forgery or Coinage defacement (destruction of Ducatto)- Self Defence will never be viable.&lt;br /&gt;
Mutilation. &lt;br /&gt;
Breach of Impartially Witnessed Written Contract- It is possible to consent to a duel to the death via contract.&lt;br /&gt;
Repeated and Apparent Criminal Behaviour (Being found guilty of a Petty Crime more than 5 times). For example a fight where you attack 5 people could be counted as this. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High ===&lt;br /&gt;
&lt;br /&gt;
High Crimes are things which do one of the following- self-defense is never a viable claim. The punishment is as per Capital Crimes, but the perpetrator’s Faction will further be expected to provide reparations unless they can prove they were working to prevent the Crime:&lt;br /&gt;
Interfere with the functioning of a Trial&lt;br /&gt;
Undermine the Treaty of Ozgur Sehir&lt;br /&gt;
Seek to start a war between Factions protected by the Treaty of Ozgur Sehir&lt;br /&gt;
Grand Theft: Involve the theft of over 5000 Ducatto from a Faction recognised by the Treaty of Ozgur Sehir&lt;br /&gt;
Arson: Involve the Destruction of property worth over 10,000 Ducatto&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=572</id>
		<title>Faction Regulation</title>
		<link rel="alternate" type="text/html" href="https://nfnc.camlarp.co.uk/w/index.php?title=Faction_Regulation&amp;diff=572"/>
		<updated>2014-09-28T22:58:32Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Faction has the right to punish and reward its own members as they see fit. This tends to be administered by Ambassadors (who are NPCs) or their appointed representatives (who may be PCs). Punishments tend to include fining the offender their pay for several weeks, putting them under the parole of a senior faction member, banning them from Rituals with other Agents, etc. Rewards might be money, equipment or the authority to call in NPC backup, skills or resources.&lt;br /&gt;
&lt;br /&gt;
In serious cases, matters are taken to trials made from various Faction members&lt;br /&gt;
&lt;br /&gt;
== Trials ==&lt;br /&gt;
&lt;br /&gt;
An Accusation of Crime must be made by a named Individual or Faction (the Accuser). They must name a Suspect and their desired Punishment. The Suspect Faction or Individual is tried by Judges from 3 Factions that are neither the Accuser’s or Suspect’s Faction. Judges are picked quickly by the Suspect, who must pick from those nearby and should pick those who show willing. The Accuser can Veto one choice, disallowing it. The Accuser and the Suspect each have 2 minutes to make their case, then the Judges have 2 minutes to confer.&lt;br /&gt;
Note that conspiring, or attempting to conspire,, with your Judges to avoid rightful punishment is a High Crime (Either interfering with the Trial if spontaneous or Undermining the Treaty if pre-meditated)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Results ===&lt;br /&gt;
&lt;br /&gt;
All Judges must vote either Guilty or Not Guilty. A verdict requires 3 votes.&lt;br /&gt;
If all 3 Judges vote Guilty, the Suspect is punished. &lt;br /&gt;
If all 3 Judges vote Not Guilty then the Accuser is punished for Wrongful Accusation. &lt;br /&gt;
If the Judges cannot agree,  the final Vote may be gained from the result of a Trial by Combat. The combat is seen as a way to test the commitment of both parties to stand by their words, there is no belief the Gods or any other force will intervene. Only the person with the majority support of the Judges may call for a Trial by Combat, otherwise there is no punishment.&lt;br /&gt;
If there is no Trial by Combat, the case is adjourned as clearly the Accuser was insufficiently commited to the case.&lt;br /&gt;
&lt;br /&gt;
The Accused may request a Champion for this fight. Someone who volunteers as a champion will be punished alongside the Accused if they are found Guilty. If a faction is at fault, they may choose any champion who volunteers. The Trial lasts until one fighter concedes. Killing the loser of a Trial by Combat flies in the face of all of Canon Law and is considered a High Crime (so an empowered Representative of the Wronged Faction may come, which is something no-one wants)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Influencing Factors ===&lt;br /&gt;
&lt;br /&gt;
Judges set the sentence, and if they feel a Wrongful Accusation was justified but ultimately incorrect, they may make the punishment much less severe. If they feel a Wrongful Accusation was particularly malicious, they may make the punishment more severe. If a Faction is found Guilty of a crime, the punishment is increased in proportion to the number of Faction members who took part in the crime. &lt;br /&gt;
&lt;br /&gt;
If a Faction is accused, but can show to the judges that they have already punished the offenders satisfactorily, they may be declared Not Guilty. If a person is Accused but has already been appropriately punished by their Faction this is a valid defence (Punishment removes the Guilt)&lt;br /&gt;
&lt;br /&gt;
Self Defense or prevention of a greater crime is a legal defence unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Petty ===&lt;br /&gt;
&lt;br /&gt;
Petty Crimes are things which do one of the following and are punishable by fines, curses, penal servitude, Wounding etc:&lt;br /&gt;
Raising a Revenant without the deceased or their Faction’s consent.&lt;br /&gt;
Assault &lt;br /&gt;
Petty theft (under 256 Ducatto)&lt;br /&gt;
Subversion of Guild Law (i.e. Selling newly acquired loot without one of the parties being an Antiquarian)&lt;br /&gt;
Reckless Endangerment (Any act that is unreasonably risky and could have caused multiple injuries. Usually Exploding Rituals)&lt;br /&gt;
Defacement: destruction of belongings worth under 256 Ducatto&lt;br /&gt;
Breach of Impartially Witnessed Verbal Contract&lt;br /&gt;
Unlawful Imprisonment (Including Slavery).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
Capital Crimes are things which include one of the following and are punishable by up to Mutilation, Deportation or Death. Capital Criminals may be freely reanimated as penal servitude. Only the Ambassador of the criminal’s faction or their representative may perform the punishment. &lt;br /&gt;
Raising a Revenant despite the objection of the deceased or their Faction.&lt;br /&gt;
Murder&lt;br /&gt;
Malsanguino  (Preventing a Dying person from receiving medical aid)- Self Defence is often very difficult to justify&lt;br /&gt;
Theft (over 256, under 5000 Ducatto)&lt;br /&gt;
Vandalism: Destruction of belongings worth over 256 and under 10,000 Ducatto&lt;br /&gt;
Forgery or Coinage defacement (destruction of Ducatto)- Self Defence will never be viable.&lt;br /&gt;
Mutilation. &lt;br /&gt;
Breach of Impartially Witnessed Written Contract- It is possible to consent to a duel to the death via contract.&lt;br /&gt;
Repeated and Apparent Criminal Behaviour (Being found guilty of a Petty Crime more than 5 times). For example a fight where you attack 5 people could be counted as this. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High ===&lt;br /&gt;
&lt;br /&gt;
High Crimes are things which do one of the following- self-defense is never a viable claim. The punishment is as per Capital Crimes, but the perpetrator’s Faction will further be expected to provide reparations unless they can prove they were working to prevent the Crime:&lt;br /&gt;
Interfere with the functioning of a Trial&lt;br /&gt;
Undermine the Treaty of Ozgur Sehir&lt;br /&gt;
Seek to start a war between Factions protected by the Treaty of Ozgur Sehir&lt;br /&gt;
Grand Theft: Involve the theft of over 5000 Ducatto from a Faction recognised by the Treaty of Ozgur Sehir&lt;br /&gt;
Arson: Involve the Destruction of property worth over 10,000 Ducatto&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
	<entry>
		<id>https://nfnc.camlarp.co.uk/w/index.php?title=Main_Page&amp;diff=571</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=571"/>
		<updated>2014-09-28T22:57:04Z</updated>

		<summary type="html">&lt;p&gt;Ivan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=No Flag No Country: The Manual=&lt;br /&gt;
&lt;br /&gt;
==Development notice==&lt;br /&gt;
Apologies for the slow movement from the Gdoc to the wiki, our refs have been stuck with real-world things to write up. Most of the wiki is complete. There is currently enough to make a character from any Nation or Church and buy skills. We aim to have the Guild briefs and last stuff up as soon as possible. Until the new email addresses are sorted, please email any typos to tt-refs@srcf.net.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Welcome to Mat Sellah, a recently discovered land centred around a mysterious Portal to the Beyond. Once a week, the Quarantine Zone around the Portal is opened up so that anyone with Faction sponsorship may freely investigate the Portal. &lt;br /&gt;
&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;
&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;
&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;
{|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_World|The World]]&lt;br /&gt;
* [[Magic_and_the_Supernatural|Magic and the Supernatural]]&lt;br /&gt;
*[[Faction Regulation|The Law]]&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;
|&lt;br /&gt;
* [[How_to_Create_a_Character|How to Create a Character]]&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ivan</name></author>
	</entry>
</feed>